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Messages - King Leon

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426
Puzzles and Challenges / Re: 3p - The disappearing attack
« on: May 21, 2016, 04:45:43 pm »
Isn't the third character usually Eve? At least, it is with cryptography and internet security.

Eve is the evil role in cryptographic examples. There are some cases where Carol has a role, e. g. in secret sharing.

Bob plays Duplicates on a Curse gain from Witch so that there are no more cards to get when it is Carol's turn to get one.

Nice solution, but this is not correct. Note that Bob can play (not call!) a card, before he is affected by Alice's attack.

427
Puzzles and Challenges / 3p - The disappearing attack
« on: May 21, 2016, 04:25:29 pm »
This is an easy one.

3p game: Alice, Bob, Carol

Alice plays an attack card.
Bob and Carol would be affected by Alice's attack card.
Bob plays a non-attack card.
Bob is affected by Alice's attack card.
Something happens.
Carol is not affected by Alice's attack anymore.

Hint:
Bob did NOT play one of the following cards: Council Room, Duchess, Governor, Masquerade

428
Rules Questions / Re: Scavenger and empty discard pile
« on: May 21, 2016, 03:33:03 pm »
Quote from: GendoIkari
I'm assuming here that you mean that it is your discard pile that is empty? Your first sentence is confusing.

Thank you, I already fixed that.

Okay, this means, the game behaves, as if Scavenger were a terminal Silver and no card had been touched or moved at all. This would be the same as playing a Sea Hag against a player with an empty deck and empty discard pile, when there are no Curses left, correct?

429
Rules Questions / Scavenger and empty discard pile
« on: May 21, 2016, 03:20:01 pm »
Given that my discard pile is empty, I play a Scavenger and don't choose to put my deck into the discard pile. Does Scavenger touch the top card of my deck or is the top card of my deck considered to be untouched in the meaning of the Lose Track rule?

430
Dominion: Empires Previews / Re: Empires Bonus Preview #1: Villa
« on: May 19, 2016, 06:04:55 pm »
I have a stupid question.

What will happen, when I overpay a Stonemason by 4 and the first card I gain is a Villa?

My guess:
When I gain the Villa, it is put in my hand and the buy phase is immediately terminated. I cannot gain the second Action card from Stonemason, because of the Lose Track Rule.

Is that correct?

Thank you in advance.

Nothing moved except the Villa you gained, so Stonemason didn't lose track of the other card.  You will gain the other card, even though it's your Action phase.

Thank you. So what will happen, if I overpay Stonemason by 6? Can I gain two Border Villages and two Villas then?

Yes, you can.  The second Villa will be put into your hand along with the first one and give you another extra action, and it won't do anything else since you are already in your Action phase.

Okay, this was quick. I thought, "return to Action phase" clears the stack of current on-buy and on-gain events, but it actually means "set the current phase to Action phase".
.

431
Dominion: Empires Previews / Re: Empires Bonus Preview #1: Villa
« on: May 19, 2016, 05:40:59 pm »
I have a stupid question.

What will happen, when I overpay a Stonemason by 4 and the first card I gain is a Villa?

My guess:
When I gain the Villa, it is put in my hand and the buy phase is immediately terminated. I cannot gain the second Action card from Stonemason, because of the Lose Track Rule.

Is that correct?

Thank you in advance.

Nothing moved except the Villa you gained, so Stonemason didn't lose track of the other card.  You will gain the other card, even though it's your Action phase.

Thank you. So what will happen, if I overpay Stonemason by 6? Can I gain two Border Villages and two Villas then?

432
Dominion: Empires Previews / Re: Empires Bonus Preview #1: Villa
« on: May 19, 2016, 05:33:10 pm »
I have a stupid question.

What will happen, when I overpay a Stonemason by 4 and the first card I gain is a Villa?

My guess:
When I gain the Villa, it is put in my hand and the buy phase is immediately terminated. I cannot gain the second Action card from Stonemason, because of the Lose Track Rule.

Is that correct?

Thank you in advance.

433
Variants and Fan Cards / Re: Dominion Progression
« on: May 19, 2016, 06:16:38 am »
Double-card pile (5 Monks and 5 Sanctuaries)
Monk
Action - $4
+$2
+1 Action
You may trash a Treasure card from your hand.

Sanctuary
Action/Victory/Reaction - $4
+1 Card
+1 Action
--
2 VP
--
When one of your Treasure cards is trashed, you may reveal this. If you do, you may put that Treasure card on your Tavern mat or the top of your deck instead.

So the problem with Monk is one that Donald X has talked about: you can't have a card that's Silver with a bonus for less than $5. That covers treasures but also non-terminal actions. It becomes too automatic of a buy over Silver. Donald X has had essays on this that I won't find right now because I'm posting on a phone, but they're probably easy enough to find. I might suggest lowering it to giving $1, or making it terminal. Also I think making the trashing mandatory would be good; Monk just seems too strong in general.

I fixed Monk (it is now a Forager variant) and Sanctuary, also added another card: Mortgage.

Edit: Changed Monk again, trying it to balance against Forager, Loan, Moneylender and Counterfeit.

434
Variants and Fan Cards / Re: Dominion Progression
« on: May 18, 2016, 08:25:50 pm »
Quote
This card is no Kingdom card
Best phrasing ever.

The phrasing "This is not in the supply" would be wrong. Copper is also no Kingdom card, but it IS in the supply.

435
Variants and Fan Cards / Re: Dominion Progression
« on: May 18, 2016, 07:53:20 pm »
Quote from: Roadrunner7671
Demolition can be sort of like Embargo but it lets you trash and have the Ore in your deck instead of Embargo tokens. Seems okay, maybe should cost $2?
Trashing an early Copper is a huge advantage. But Chapel also costs $2, so yes, $2 would be good. I already changed it.

Quote from: Roadrunner7671
Melting Shop is simple but possibly underpowered. If you call two Ore, you have a net gain of $2. So it's a Woodcutter that takes Ore from your tavern mat?
Yes, it is a Woodcutter variant. It is very hard to balance this. +$4 per Ore is too much. Even adding $1 seems to be too strong. I like it like it currently is.
Edit: Did a slight adjustment. Melting Shop can be stacked now.

Quote from: Roadrunner7671
With Sanctuary, if you put a Silver on your tavern mat, can you call it? If so, when?
You can never call the Silver at the moment. But there is a nice interaction with Miser (when trashing Copper) and you can Remodel an Ore to a Gold without losing it and you can even play the Ore (or use it for the other cards which interact with Ore) without waiting one turn.

436
Variants and Fan Cards / Re: Dominion Progression
« on: May 18, 2016, 07:35:03 pm »
So can you buy Ore?

Is it like Potion or Spoils? This wasn't 100% clear to me.

You can buy or gain it like Potions.

437
Variants and Fan Cards / Dominion Progression
« on: May 18, 2016, 07:28:27 pm »
Hi there, I started my first full fan expansion set, Dominion Progression. I am looking forward to your feedback. This set includes a new Treasure card and adds a lot of new ideas for existing mechanics. But wait and see.

The first cards have already been finished. Your Thoughts?

Quote
Ore
Treasure - Reserve - $4
When you play this, put this on your Tavern mat.
--
At the start of your buy phase (not in the same buy phase you played this), you may call this, for +$2.
Ore is no Kingdom card. When there is at least 1 card with the subtype "Mining" (Mining Village does not count!) in the Kingdom, this is added as an additional Base Supply pile like Potion. There are 24 Ores in the game. 

Quote
Prospector
Action - Mining - $4*
+1 Action

Choose one:
+$1 +1 Action;
or +2 Cards and put 1 card from your hand on top of your deck.
--
During your buy phase, this card costs $1 less for each Ore on your Tavern mat, but never less than $0.

Quote
Demolition
Action - Mining $2
Trash this and another card from your hand. If you do: Gain 1 Ore and put in on your Tavern mat.

Quote
Melting Shop
Action - Mining - $3
+1 Buy
During this turn, when you call an Ore from your Tavern mat, you first get +$1.

Quote
Digger Camp
Action - $4
+2 Actions
Reveal the top 2 cards of your deck. Put the revealed Treasure cards into your hand. Put the other cards back on top in any order.

Quote
Double-card pile (5 Monks and 5 Sanctuaries)

Monk
Action - $3
+1 Action
You may trash a card from your hand. If it is a Treasury card: +$2

Sanctuary
Action - Victory - Reaction - $4
+1 Card
+1 Action
--
2 VP
--
When one of your Treasure cards is trashed, you may reveal this from your hand. If you do, you may put that Treasure card on your Tavern mat or the top of your deck instead.

Quote
Stock Certificate
Victory - Mining - $7

4 VP
--
During your buy phase, this card costs $1 less for each Ore on your Tavern mat, but never less than $0.

Quote
Mortgage
Reaction - <8>

When you draw this, you may reveal it. If you do: exchange it for a card costing up to 6. Put that card into your hand.




438
Variants and Fan Cards / Dominion - Party edition
« on: May 16, 2016, 05:37:34 am »
Hi there,

yesterday we had an idea to turn Dominion into a drinking game and it worked - uhm - well.

Here is our kingdom:
Ambassador
Tunnel (Bane Card)
Woodcutter
Walled Village
Dungeon
Bishop
Young Witch
Ironworks
Torturer
Margrave
Stables
Mission

We added the following rules:
Tunnel's last sentence is changed to: If you do, gain a gold and take a shot.
Woodcutter gets a Reaction part: When another player gains a Victory card, you may set Woodcutter aside. If you do, that player takes a shot. At the begin of the next turn, return Woodcutter to your hand.
You are required to drink a shot in order to return Walled Village to the top of your deck.
If another player decides to trash a card when you play Bishop, he has to drink.
Curse is now Curse/Action. The Action part is: Drink a shot. If you do, return this to the Curse pile.

Much fun and enjoy!


439
Vampires
I think that Armand us the only well-priced card here. The other vampires are either horrible bad (Louis) or underpriced. I don't know why you need four different kinds of victims. I think, that Stable is absolutely sufficient, I like that idea of a "self-trashing Ruin". Overall, Armand feels like a Bureaucrat variant. Nothing special, but sometimes quite usable.

Monks
I really like this idea, but there are some small issues:
Prior and Abbot seem to be too strong to me. Prior is almost strictly better than Lab and Abbot is much better than Golem. Remove the "Take 3 prayer tokens" and he is fine. On the other hand, Postulant is very weak, add +1 $ and he is okay.

440
So, I guess, the next promo will be a Landmark, so I come up with an easy one. This severely hurts Big Money and Goons, but also boosts Chapel and Mountebank.

Greed
Landmark
When scoring, -1 VP for each 2 Treasure cards you have. (Round towards zero.)

441
What will happen, if I react to Enchantress with a Caravan Guard? Is Caravan Guards effect resolves, before Enchantress' effect comes into play or after?

It says the first time someone plays an action on their turn.
Oh sorry, I did not read this ... Thank you.

442
What will happen, if I react to Enchantress with a Caravan Guard? Is Caravan Guard's effect resolved, before Enchantress' effect comes into play or after?

443
Dominion: Empires Previews / Re: Empires Previews #4: Landmarks
« on: May 12, 2016, 03:32:55 pm »
In a Keep game, all of a sudden Diadem becomes a much more attractive Tournament Prize.

And yet the person who wins more Tournaments in a Wolf Den game ends up down several points. Does this make Tournament skippable?
You can still gain Duchies by Tournament, which is also not bad

I guess there will be a promo landmark in Essen this year.

444
Just some rules clarification: If you play BoM as your first action, do you get choose whether Enchantress's on-play effect (changing to cantrip) or BoM's on-play effect resolves first?

Huh, I'm not sure. I guess it only matters if you want to play Band of Misfits as a card that has Adventures tokens on its pile.

Matters for below-the-line stuff.

Right, of course. Good call.

I see a problem with the German translation of BoM. It says: "Choose an action card from the supply which costs less than this Band of Misfits. Perform the chosen card, as if you had played it. As long this Band of Misfits is in play, it counts as the chosen card."

The first sentence is missing in the Englisch original. It seems that Enchantress would prevent German BoM to choose a card, while it does not do this with the English BoM.

445
Dominion: Empires Previews / Re: Empires Bonus Preview #2: Crown
« on: May 11, 2016, 04:48:02 pm »
Crown works well in Terminal Draw Big Money. It can crown your Wharf/Envoy/Council Room. But when you draw Crown without any action card or by the effect of a terminal action card, you can still use it as a cheap Gold or an expensive Silver.

446
Dominion: Empires Previews / Re: Empires Previews #2: Split Piles
« on: May 11, 2016, 04:15:28 pm »
I wonder why Gladiator is so cheap for a terminal Gold variant. It is true, that Gladiator is much worse than Adventurer, but I think it is also very similar to Harvest.

Let's assume, that the odds that Harvest provides $1/$2/$3/$4 are ~ 2%/23%/55%/20% this is an average of 2.93$, practically a terminal Gold. Now let us estimate that Gladiator gives $2/$3 in 35%/65% of all cases, this is an average of 2.65$. We see, that Gladiator is only slightly weaker than Harvest.

Keeping its secondary effect in mind, I think, this card should cost $4, but maybe Donald had his reasons for the $3.

447
Dominion: Empires Previews / Re: Empires Bonus Preview #2: Crown
« on: May 11, 2016, 02:05:37 pm »
I love this idea. A Throne Room which you almost never draw dead. I also like the "you may" wording, which fixes probably unwanted effects with Venture and Golem.

448
Dominion: Empires Previews / Re: Empires Bonus Preview #1: Villa
« on: May 09, 2016, 04:04:37 pm »
This card works great with Library or Minion. Play all your money, buy Villa, play Library/Minion, continue ...

449
Variants and Fan Cards / Re: Credit
« on: April 22, 2016, 01:04:09 pm »
The concept of "get benefit now, pay for it later" is cool, but your Event is waaaay too wordy. I would start with something simpler and take it from there:

Geas
Event
Cost: $0
+1 Buy
Once per turn: gain a Curse. If you did, +$2.

This is a way too strong. It enables very early engines with cards like Doctor, Junk Dealer, Apprentice or Tournament. It is also broken with Trader or Watchtower.

450
Variants and Fan Cards / Re: Really bad card ideas
« on: April 18, 2016, 04:44:08 pm »
Pigsty Victory - Action $4
+ 1 Card
+ 1 Action
Gain a Curse.
---
Worth 1 VP per Curse you have.

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