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Variants and Fan Cards / A Different Kind of Cursing
« on: June 12, 2012, 01:23:44 pm »
So... I like cards that do the same thing, just in a new or different way, so I set out to make a different way to get the same effects from cursing.
Thus, I present Warlock, and the supporting card Hex


$4 - Action - Attack
Each other player reveals cards from the top of his deck until revealing a victory card.  He places that card on his hex mat, and gains a Hex card.  He discards the other revealed cards.
The hex mat is worth -1 vp for each card on it, return cards to their decks at the end of the game.
____________
setup: Make a pile of Hexed cards next the supply with as many Hexed cards as there are curses available and each player takes a hex mat


$0* - Victory
Hex
0 vp
This is not in the supply. At the end of the game Hex cards are not considered part of your deck.



So... the concept behind this card is that it splits the two parts of cursing, putting the emphasis on the -1 vp rather than deck clogging.   You will always gain a Hex card, regardless if it hits or not, thus providing fodder for itself, and ultimately Hex cards are the best thing you can hit with this.  Though, you may even want to play this once the Hex cards run out just for the -1 (at the cost of trimming your opponents deck).

You should never be able to benefit from having Hex in your deck for scoring purposes.  They still get counted as adding to your Hex mat, but not towards deck totals.


Does this need anything else to make it better? I thought about pricing it at $5 and giving it +2 cards (to complete the homage to the orignal curser), but is that interesting enough?
Thoughts?

2
Variants and Fan Cards / Card Idea - Shaman, a different way to trash
« on: April 26, 2012, 07:38:28 pm »
So I've been toying around with my my fan expansion for a while, and I thought of an interesting (at least, I find it interesting) concept I'd not seen before. 

Shaman - Action - $2
+1 action
While this card is in play during cleanup for this turn, you may trash 1 card instead of discarding it from play


The wording keeps it from being TR/KC'd, it doesn't allow you to trash cards from your hand (no estate trashing), but the trashing happens after your turn so you can still get full value out of those coppers.  Is this too weak without the ability to trash cards from your hand as well?

Unfortunately I haven't been able to play test this version, I tested a version that lasted more than one turn, allowed trashing from your hand, and gave you a benefit the next turn. Surprise, it turned out way too strong.  I'm interested in something that might be worth spending 3 (maybe 4) on, but not too valuable for it's price.

Thoughts, or is this not salvageable?

3
Puzzles and Challenges / A better Golden Deck
« on: March 02, 2012, 08:00:15 pm »
So I've been reading up on the Golden Deck (5 card deck where you bishop a Province, and buy a new Province each turn, 5vp chips a turn), and I was wondering if there was anything better?

So the challenge is what's the most number of tokens you can get each turn, every turn.  You can only have 5 cards in your entire deck at the start and end of each turn, they must be the same cards, and it's a solo game so no outside assistance.  I'd rule out Possession as well. 


For hard mode, they must be 5 unique cards.  The best I can come up with this is 12vp a turn, works in hard mode as well.


4
Variants and Fan Cards / Fan Expansion - Dominion: Agriculture
« on: January 25, 2012, 07:45:37 pm »
So I started off thinking of one or two cards, and using "produce tokens", but as soon as I switched to cards it sort of opened the flood gates for card ideas.
With this expansion, I'd treat it similarly to Alchemy, where you could use just 1, but I'd say at least 4-5 would be good.  I designed it to have all 10 kingdom cards at once from this expansion.  Still working on what/how to reconcile getting some of these cards to work as the only Agriculture card available, but for now try to think about these with at least 5 Agriculture cards in the kingdoms

Again similar to alchemy, if you're using any of these cards, add the pile of Produce cards to the supply.

Bushels count as kingdom cards, and use up one of the 10.

I wish I had more people to play test some of these, as some of them I've only tested in my head, and in a sort of solo play.  Thoughts, comments, gut reactions, questions, anything is welcome :) (you could even be rude on purpose, but what’s the point in that?)



$0   Produce - Treasure   
   $1          
   When this card is bought, immediately return it to the supply.  When this card is trashed, return it to the supply instead.
   15 Produce per player in supply


$2   Barn - Action – Reaction - Duration
   Gain 2 Produce   
   Reaction: When an opponent plays an attack card, you may reveal and set aside this card, if you do take a Produce from the supply and set it aside, take both into your hand at the start of your next turn
   Duration: At the start of your next turn, gain 1 Produce into your hand

$2   Silo - Action      
   +1 buy      
   While this card is in play, you get +1 coin for each of the next 4 Produce trashed

$2   Bushel - Treasure - Reaction   
   $2          
   When you gain this card, trash a Produce from your hand.  If you do not, return this card to the Supply
   Reaction: When you would trash a Produce, you may reveal this card from your hand, discard this card from your hand instead of trashing a produce

$3   Oxen - Action         
   Gain 1 Produce   
   Pick One:
      discard x cards: gain x Produce OR
      discard x Produce: +x cards, +x actions, +x coin OR
      Gain 1 Bushel

$3   Stove - Action      
   +1 action      
   trash x Produce: +3x cards

$3   Farmers Market    - Action
   +2 coin      
   trash 1 Produce: If you do, gain an action card worth up to 4

$3   Hired Hand - Action   
   +1 buy, +1 card      
   Either:
      Gain 1 Produce OR
      trash 1 Produce: If you do, +2 coin, +1 buy

$4   Farmer - Action      
   +1 action, +1 coin      
   either:
      Gain 1 Produce OR
      trash 1 Produce: If you do, +1 coin, +2 card

$4   Plow - Action      
   +2 card      
   Either:
      Gain 1 Produce OR
      trash 1 Produce: If you do, +2 action, +1 card

$4   Wagon - Action         
   either:
      Gain 3 Produce OR
      trash x Produce: +3x coin

$4   Market Stand - Action      
   +1 coin, +1 buy      
   Trash x Produce: gain x silvers

$4   Town - Action      
   +2 action, +1 card   
   Gain 2 Produce   
   When this card is discarded from play, you may trash a Produce from play and put this on top of your deck

$4   Maggots - Attack
   +2 card      
   Opponents must trash 1 Produce from their hand or reveal a hand with no Produce and reveal the top 2 cards of their library, trash any Produce, and put the rest back in the order of their choosing

$4   Barn Raising - Action            
   Trash a card in your hand and x Produce: Gain a card worth up to the trashed cards cost +2x

$4   Homestead - Victory
   +2 vp for every 4 Produce   

$4   Harvest Moon - Action
   +1 coin, +1 buy      
   Reveal your hand, for each Produce revealed, action cards cost $1 less this turn, but no less than $0.

$5   Irrigation - Action      
   +2 card      
   While this card is in play, you may trash a card that is not a Produce from your hand, and gain a Produce into your hand

$5   Harvest Festival - Action
   +2 action, +1 buy, +2 coin   
   Gain 2 Produce   
   You must have at least 1 Produce in play to purchase this

$5   Blight - Attack
   +1 action      
   All other players reveal the top card of their deck, and discard it.  If it is a:
Produce, trash it and they gain +1 curse;
Victory card, you gain +1 card;
Treasure card, you gain +1 coin

$5   Crop Thief - Attack   
   +2 coin      
   All other players reveal the top 3 cards of their deck, all Produce are trashed, and all others are discarded, you may gain +1 Produce per player that trashed a Produce

$5   Merchant - Action
   +2 coin      
   either:
+2 Produce OR
trash 1 Produce: If you do, +3 coin, +1 buy

$5   Orchard - Victory - Action
   2 VP
   +1 action   
   Gain 2 Produce   

$5   Seeds - Treasure   
   $2          
   When you play this, it's worth an additional $2 for each Produce or Bushel in play

$5   Food Fight - Action - Attack - Reaction            
   Reaction: When you would gain a card, you may reveal this and instead gain a Produce into your hand
   Action Either: trash up to 2 Produce: opponents gain a curse for each Produce trashed OR    Gain 2 Produce

$6   Harvest-Time    - Treasure
   $2          
   When you play this card, gain a card worth up to the number of Produce currently in play, and were trashed this turn

$6   Harvest Market - Action      
   +1 action, +1 card, +1 coin   
   Gain 1 Produce   
   Costs $2 less for each Produce in play, but no less than $0

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