Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nic

Filter to certain boards:

Pages: 1 ... 4 5 [6]
126
Goko Dominion Online / Legal question: putting Archivist on Goko
« on: June 05, 2013, 10:59:56 pm »
Obviously this is a hypothetical, but I figured people here were knowledgeable about board game issues. When the Archivist card was put on Iso, the guy who ran the site just asked Donald X and got his approval because it was free to play. Now that Goko has the official license and is running a business, how much extra red tape would that add?
Would they still be able to add cards to the site (that just cost shields, coins, or zaps, not official Goko Fakebux) with his consent, or would the affiliation with the Dominion trademark mean that RGG has to approve anything they do?

127
Dominion: Guilds Previews / Re: The Expert's Expansion?
« on: June 05, 2013, 06:29:03 pm »
The consensus in the preview threads didn't seem to be about differentiating between newbies and veterans, but rather between those who can count cards and those who can't.

128
My favorite by far is that you can Smuggle cards under an Embargo and won't suffer any loss.

I always thought the best one was bequeathing your estates to the bishop. They're no longer yours, but the priest puts in a good word with the big guy upstairs, and you store up treasures in heaven. It almost makes me sad that the other +VP cards weren't named Cathedral and Simonist, just to continue the theme.

129
and a garden full of beggars isnt quite fun but effective.

Well, if gardens are the analogue of public parks, every well-run kingdom will want to fill them with beggars.

No wait . . . I'm thinking of Eugene, Oregon.

130
Variants and Fan Cards / Re: "Fixing" cards that you don't like
« on: May 17, 2013, 06:16:34 pm »
you can use that to buy two non-black market cards. (e.i., in the supply). This makes it strictly better than woodcutter.


I think it would get confusing if multiple BMs were played.  Let's say that you play TR-BM.  You reveal three cards, then you reveal another three cards.  What happens in the Buy phase?  Are you still restricted to buying just 1/6?  If you can buy 2/6, are you restricted to only buying one from each set of 3?  When you return cards to the bottom, do you have to do it in the correct order (that is, one set and then the next)?

It would make tracking difficult, and IRL it could end up requiring too much table space depending on how many BMs you manage to play in a single turn.

Okay, both of those are good points. Given the wording, I had figured it would work just like you said; lay down the cards in two rows of three, buy at most one card from each row, and return the leftovers in any order. But I see your point that it's not substantially simpler than just resolving the buy during your action phase.

I'm still curious as to whether a $0 Scout is balanced, though.

131
Variants and Fan Cards / Re: "Fixing" cards that you don't like
« on: May 15, 2013, 09:46:06 pm »
I haven't played with Black Market, but I'm curious if the wonky rules are necessary for something. I'm sure this topic has been done to death, but I couldn't find any threads on it.

Black Market             ACTION - $3
+$2
+1 Buy
Reveal the top 3 cards of the Black Market deck.
You may buy at most one of them during your
Buy Phase
. At the start of Clean-up, put the unbought
cards on the bottom of the Black Market deck in any order.

(Before the game, make a Black Market deck out of
one copy of each Kingdom card not in the supply.)


It doesn't combo with Tactician anymore, and you have an actual +Buy rather than a virtual buy, but is it substantially different otherwise?

132
Variants and Fan Cards / Re: "Fixing" cards that you don't like
« on: May 15, 2013, 05:31:08 pm »
I was actually thinking about this yesterday; I like the idea of making it grab curses, but it feels like it has a niche as half of a combo; just that it's not worth the price otherwise. I was considering a house rule the next time they came up, which could be put on the card:

Scout                                             ACTION - $0*

+1 Action
Reveal the top 4 cards of your deck. Put the revealed
Victory cards into your hand and the rest back in any order.
---------------------------------------
This card costs $2 more for each dual-type victory card in
the Kingdom, but not more than $4.


Would free scouts be OP if you were just using them to clean up your next hand and peek at your next cards? If so, $2/3/4 would work just as good as $0/2/4.

Pages: 1 ... 4 5 [6]

Page created in 0.039 seconds with 18 queries.