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Messages - EternalDensity

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1
General Discussion / Re: Random Stuff
« on: November 28, 2013, 08:09:10 pm »

On the topic of xkcd and games (especially cookie clicker): http://castle.chirpingmustard.com

2
Variants and Fan Cards / Re: Really bad card ideas
« on: November 14, 2013, 10:45:47 pm »
Bluff
$6 - Action
+ 2 Cards
+ 1 Action
For the rest of this turn:
When you play a card, place it face down. You may name a different card and play as if you had played the card you named.
Whenever you name a card you have in play (or allegedly have in play), any other player may issue a challenge. If a player does so, turn the card face up. If it is not the card you named, remove it from play, and the challenging player gains your card. If you had not yet begun to play the card that was removed form play, it does not count as having been played.
If you perform actions contrary to the actual text of the cards allegedly in play, and anyone calls you out on it, immediately proceed to the Cleanup phase of your turn.


Position
$3 Action - Reaction
You may gain a card from a supply pile which you feel is misaligned or stacked untidily.
-
When an opponent plays a card, you may reveal this card. If you do, you may straighten that player's cards to your liking.


Mr Bones
$4 Action
+1 Buy
+2 Cards
+$3
Draw a chalkmark on the Wild Ride chalkboard
_
After a game with Mr Bones in the supply is completed, if the Wild Ride chalkboard has any marks, erase one, then begin a new game with Mr Bones in the supply


Poke A Face
$2 Action
+2 Actions
Poke yourself in the face in an amusing fashion. If any other player displays amusement or mirth, +2 Cards


Caltrop
$3 Action-Reaction
+1 Card
+1 Action
-
If you are possessing the owner of this card, you must allow the owner to reveal this card.
If you reveal this card, for the remaining duration of the possession you may see look at any cards the player possessing you may look at, may make any decisions the player possessing you would otherwise make for you, and may gain any cards the possessing player would gain.

Antimony
$4 Treasure - Attack - Reaction
Worth $3
During another player's buy phase, you may reveal this card. If you do, discard it, gain a silver in your hand, and -$1 to that player, which counts as an attack.

Bakery
Worth 2 vp for every heavenly chip you own.
Kitten Workers' Village
$4 - Action
+1 card
+2 actions
+1 card for every 10 action cards in your discard pile

3
Variants and Fan Cards / Re: Really bad card ideas
« on: May 22, 2012, 11:36:31 pm »
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

This concept actually sounds quite interesting..

I agree, wrt to the cleanup penalty.  Forcing a possession on yourself is interesting too, though I think the former is more interesting.
Thanks.
I thought of the forced possession first (I was inspired by reading Simon Says, above) simply as 'what is the opposite of the Possession card?' followed by 'what would motivate a player to let himself be possessed?'. The name followed logically from that, and then I added the cleanup penalty as a way to shake things up a bit. Sometimes it makes things worse, and sometimes it lets you blunt the possession by leaving behind your junk cards. Hmm, maybe I should make it discard Victory-only cards too? Actually I'd originally written it as "Don't discard unplayed actions or unspent treasure", then I rephrased it and forgot that I was letting you pass along the junk. Not really sure which way would be 'better'.

[edit] But the cleanup penalty on its own (in some other context without the possession) is definitely worse when you can't discard unplayable cards.

Anyhow it might be fun to actually try out this card and see what happens. Actually to make it even more properly bad I'd need to change it to "Instead of normal cleanup: do not discard unplayed actions and incompletely spent treasures from this turn;"
That way if you had no treasure, played Courtesan, and then bought something worth $5 your possessor still gets one of your gold.

4
Variants and Fan Cards / Re: Really bad card ideas
« on: May 22, 2012, 11:03:39 pm »
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

5
Variants and Fan Cards / Re: Really bad card ideas
« on: May 07, 2012, 09:55:22 pm »
Escape Route
Action-Reaction $6
+6 Cards
-2 Actions
-------------
When another player empties any pile in the Supply, you may reveal this card. If you do, play a turn. You may only reveal each Escape Route once per depleted pile.

Tennis Court
Action-Reaction $5
Gain a tennis counter.
You may choose an Action card in your hand. Play it 4 times, or 2 times if interrupted by another player revealing a Tennis Court.
------------------
When another player has played an action 2 out of 4 times via a Tennis Court's action or reaction, you may reveal this card, unless another player has already revealed a Tennis Court for that Tennis Court. If you do, discard it, gain a tennis counter and play that action 4 times, or 2 times if interrupted by another player revealing a Tennis Court.
------------------
When you play an action the 4th time via a Tennis Court's action or reaction, the player(s) with the most tennis points gains a Tennis Court and a gold on top of their deck in any order, and all tennis points are returned to the supply.

Guard
Action-Reaction $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put the lesser Treasure card into your hand (or 1 if they are the same value) and discard the other revealed cards.
------------------
If at any time (including while this card is in play) another player makes a joke or comment using the words "I used to be...", "arrow", or "knee", you may trash this card, gain an Adventurer and play the Adventurer immediately (after resolving the Guard if your Guard is in play) without costing an action, even if it is not your turn.

Old Pawn
Action $3
Choose 3:
+2 Actions, -2 Buy, +1 Card -$1;
-1 Action, -1 Buy, +3 Cards +$3;
+1 Action, +2 Buy, discard 3 Cards, -$3
-2 Actions, +1 Buy, discard 1 card, +$2

Spoons
Action $2
Trash this card. Place 1 actual spoon per player less 1 in a circle in the middle of the table. All players simultaneously pass 1 card of their choice to the player on the left. Simultaneous passing continues until a player has 5 identical cards in their hand, at which point that player may grab 1 spoon from the middle of the table. Then any other player may grab 1 spoon. The player who misses out on a spoon must trash their hand. The player who took the first spoon gains a Spoons card. Everyone may lament their seriously messed up engines.

Snap!
Action-Reaction $3
+2 cards. If they are the same shout Snap! and +3 actions.
-----------------
If a player plays 2 copies of the same Action card, you may reveal this card. If you do, and also shout Snap!, they must either trash one copy without playing it, or you gain both when they are discarded.

Sock Attack
Action-Duration $4
+2 Buys
Hold your socks close to the nose of each player in turn for 15 seconds. Gain a silver in your hand for each one who flinches away, and they gain a curse.
+1 Action +1 Card on your next turn.
-----------------
While this card in in play the duration of any sock attacks against you is reduced by 5 seconds.

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