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Messages - ShinKyo

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1
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: October 10, 2013, 04:57:35 am »
Thanks for the great plugin! Is there an option to turn off the VP-Counter but still show the log? By the way if the plugin doesn't start it helped me to deactivate it in Chrome once and then activate it again after restart.
For all who sometimes want to play with the recommed sets from the original rules: I have extracted all sets out of the rules and format them a bit so that you only have to copy/paste it for the plugin. But at the two sets with fixed bane card I don't know how it works. I'm not sure if you can specify a bane card as 11th card there.
Dominion-Sets for Goko Dominion Salvager Plugin

If you go to user settings on the main goko page under your avatar you can change the settings (including automatically turning off the vp counter). You can also type #vpoff in the chat.

Specifying the bane merely requires putting in 11 cards with one of the first 10 being young witch. Full instructions here http://dom.retrobox.eu/kingdomgenerator.html
I know the User Settings window. But to set #vpoff doesn't work. I don't want to type it everytime in the chat.
With the 11th card as a bane I figured out by myself. I overlooked the part in the instructions at retrobox.

2
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: October 09, 2013, 06:02:34 pm »
Thanks for the great plugin! Is there an option to turn off the VP-Counter but still show the log? By the way if the plugin doesn't start it helped me to deactivate it in Chrome once and then activate it again after restart.
For all who sometimes want to play with the recommed sets from the original rules: I have extracted all sets out of the rules and format them a bit so that you only have to copy/paste it for the plugin. But at the two sets with fixed bane card I don't know how it works. I'm not sure if you can specify a bane card as 11th card there.
Dominion-Sets for Goko Dominion Salvager Plugin

3
Help! / Re: Saboteur Killed Me
« on: December 30, 2012, 07:41:42 am »
What is the best strategy against the Saboteur here?  If it is a Saboteur war, then does it just come down to luck on whose Saboteur kills the most important cards first?
Best strategy: Not to buy the f* Saboteur! Most of the time this is the right decision. You'd had an easy game with Moneylender, Hunting Party and BigMoney.

4
Variants and Fan Cards / Re: Forfeit (Treasure)
« on: December 29, 2012, 04:18:09 am »
There really isn't an issue with it, you can ignore that critisicm really. Even if an infinite chain is possible, I personally can't see it and at minimum, we're talking about a combo that requires 5 or 6 different specific cards (this, Procession, King's Court, Black Market, Counterfeit, probably Throne Room, plus a drawing card). I mean with that many cards specified we can empty the supply in about 8-9 turns!

This card can lead to interesting tricks not currently possible in the game. That's a good thing, not a bad thing. Imagine if people took this attitude to real cards, Donald couldn't publish anything new. 'Woah Procession lets you trash a card from play and gain something, this could lead to infinite turns, we should just ban it permanently now!'
Thanks Tables! :)
That's what I also thought. Card ideas of players are much stronger criticized than Donald's finished cards would ever be. Many ideas was disliked before they came out as a similar official card. And I really can't understand why so many players 'hate' Fan Cards even if they are verified by the community long time.
My last two versions:
V1: Only possible to trash another card and not itself. So one Forfeit would stay over. I think $4 should fit. Maybe it's quite a bit stronger than moneylender (but not always and thats important -> Throneroom+Moneylender+2 Coppers), but far from strong enough for $5.
Quote
Forfeit - Treasure - $4
Worth $1
When you play this, you may trash another card you have in play and would discard this turn.
If you do: +$1
V2: Extra Bonus, if you trash an action card (which is rarely done compared to trashing coppers) -> this means a gold if you trash an old shabby sea hag. ;)
Quote
Forfeit - Treasure - $5
Worth $1
When you play this, you may trash another card you have in play and would discard this turn.
If you do: +$1
If it is an Action card: +$1

5
Variants and Fan Cards / Re: Forfeit (Treasure)
« on: December 23, 2012, 03:18:04 am »
The main problem would be you could keep on buying things and three-pile the game.
Well, how could I do this exactly? I have limited actions and buys and with the BlackMarket I could only buy from the special pile. Please again, explain me step by step how this could be possible. I'm obviously too dumb to catch it, sorry!

6
Variants and Fan Cards / Re: Forfeit (Treasure)
« on: December 22, 2012, 08:12:00 am »
Please, can somebody tell me what benefit do I have if I can build an infinite combo with the Forfeit? I mean, I also can play a Secret Chamber infinite but that would change nothing for my turn. Only if the combo can generate more and more valuable things it would be bad. I can't figure out what problem could be there.

7
Variants and Fan Cards / Re: Forfeit (Treasure)
« on: December 20, 2012, 04:38:37 am »
Jack Rudd plays a Forfeit...
...trashing ShinKyo's Wharf from the play area.
Oh yeah, that's not what I want. ;) My wording was not exact enough.
I like the first one, but make it "trash another card in play" to avoid timing issues, or something like that.
It should be possibly to trash the card itself like to put a scheme with the scheme back. So you get a one shot silver at the end.
I think I choose my second version (with new wording):
Quote
Forfeit - Treasure - $4
Worth $1
When you play this, you may trash a card you have in play and would discard this turn.
If you do: +$1
Weaker version, not self-trashing:
Quote
Forfeit - Treasure - $4
Worth $1
When you play this, you may trash another card you have in play and would discard this turn.
If you do: +$1
At the beginning the card is surely better than silver but later it could be only a copper if you don't want to trash anything but keeping it for later. And a copper for $4 balance the strong starting effect. Also you cannot start with double-Forfeit which is important and it don't trashes estates und curses anyway.
Cards that let you trash in play cards sound dangerous given there are ways to pull cards out of the trash. I'm not convinced that with clever use of counterfeits, procession, kings court, BM and grave robber you can't use this to have an infinite turn.
How does it works? Please give me an example. If it's possible then I have to change something although it's really unlikely to get such a combo started.

8
Variants and Fan Cards / Forfeit (Treasure)
« on: December 19, 2012, 03:54:51 am »
Just a simply idea which comes in my mind. I have some versions. Which would be most attractive?

Quote
Forfeit - Treasure - $3 (v1)
Worth $0
When you play this, you may trash a card in play.
If you do: +$1
No use if you don't want to trash anything, boring?

Quote
Forfeit - Treasure - $3/4 (v2)
Worth $1
When you play this, you may trash a card in play.
If you do: +$1
Probably too strong at $3 compared with Loan but maybe also at $4.

Quote
Forfeit - Treasure - $5 (v3)
Worth $1
When you play this, you may trash a card you have in play or
choose a card which you would discard from play this turn and put it on your deck.
If you trash a card: +$1
Really strong as Trasher and 'Scheme', maybe too much.

9
Variants and Fan Cards / Re: Traveling Merchant (Formerly Carpenter)
« on: December 16, 2012, 07:30:22 am »
I really like your second design, ShinKyo, I think that I'll steal it and put it in the OP.
Ironically this is nearly exact a splitted bridge. ;)
Similar to Lab<->Caravan.

10
Variants and Fan Cards / Re: Conform
« on: December 16, 2012, 07:22:23 am »
it works perfectly fine even as a cost $5 card, though gaining a $4 card seemed too powerful (esp. when we had Mining Villages). Conform isn't meant to get you the best cards available; it's about getting that little bit extra for what you need on your turn and is best when bought early. that said, i think there's plenty of good $3 cost or lower cards out there, though if you play Village-Bridge-Conform, you'd still get your $4 card (except Bridge). failing that, Silver is always decent.

so i'll lower it to $5 but leave the card gained at $3.
I agree, with Mining Village it could be strong, but there are only a limited amount and why I rather don't keep some of them? So I think it would be not so useful to get many of them easily and directly trash them. I mean that Donald has chosen the costs of 4 at 'Gain-Effect'-action cards is important (except for Hermit, but thats another thing). And I think to get a silver in hand isn't worth the costs. An explorer is also only good if you can combine it with a Province. What do you think about my Conform/Ironworks-Mix?

11
Variants and Fan Cards / Re: Traveling Merchant (Formerly Carpenter)
« on: December 15, 2012, 01:34:58 pm »
By "bridge effect" I did not mean that I wanted my card to be a great megaturn enabler. I don't really like bridge megaturns.
So I thought to separate the buy and cheaper-effect. The card is likely to be difficult to use as a megaturn and better for big money.
Actually, if you buy 2 cards on the cheaper turn, it's a delayed version of the infamous +2 cards, +$2 card.
It appears that the card will have to be nerfed some.

However, I want to keep the cheapness and buy separate, as that was the whole idea of the card.
So, how about this:
Traveling Merchant: $4 Action-Duration
+1 Buy, +1 Action
At the start of your next turn, +1 card.
During your next turn, all cards cost $1 less, but not less than $0.
Actually I don't think Dominion needs cards which make BM better. You are right it could also be a nice card without the buy next turn. But the cheapness would only be really good if you can play a Traveling Merchant or another card next turn which gives you the +Buy. If the card only decreases the costs it would be like Merchant Ship. Or else the cost $1 less without buy is simple a copper from Haven. I think the card shouldn't get a +1 Action directly. Wouldn't it be to easy to play a lot and then gain a Lab effect next turn (like Caravan) and the price fall for each card? Really strong! Then a Buy-Giver und lots of money next turn! Or you remove the buy and so it depends more on the setting. But a Merchant without the buy, I don't know.
Quote
Carpenter: $4 Action-Duration
+2 Coins
At the start of your next turn:
+1 Card
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.
Quote
Carpenter: $4 Action-Duration
+1 Buy, +1 Coin
At the start of your next turn:
+1 Card
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.
Quote
Carpenter: $4 Action-Duration
+1 Action, +1 Buy
At the start of your next turn:
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.


12
Variants and Fan Cards / Re: Carpenter
« on: December 15, 2012, 12:15:51 pm »
Carpenter: $4 Action-Duration
+2 Cards, +1 Buy
At the start of your next turn and until the end of your next turn, all cards cost $1 cheaper, but not less than $0.

What do you think? I've always wanted a card with a delayed bridge effect.
Surely it's not bad to get delayed cheaper-effect. But most of the offical cards have effects that fit together well. One of the best example is surely the bridge. A perfect card from Donald! But at your card you get a +1 Buy by playing the card and some +cards. If you have a BM-Strategy surely good, the chance of draw treasure cards is bigger. But what you overlook is that your card has not much to do with a bridge. You get no +Coin and no +Buy when it counts (this is what the bridge makes really interesting). Highway is done for an engine and therefor it has a cantrip. The +Buy by playing has rarely a use. It fits way better to the duration-effect. My suggestions:

maybe too strong due to the 'tactician' effect:
Quote
Carpenter: $5 Action-Duration
+2 Cards
At the start of your next turn:
+1 Action
+1 Buy
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.

to get a chain started which makes use of the cheap cards
Quote
Carpenter: $4 Action-Duration
+2 Cards
At the start of your next turn:
+1 Action
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.

simple
Quote
Carpenter: $4 Action-Duration
+2 Cards
At the start of your next turn:
+1 Buy
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.

to prepare your next turn
Quote
Carpenter: $5 Action-Duration
+4 Cards
Put 2 cards from your hand on top of your deck.
At the start of your next turn:
Choose one:
+1 Buy or +1 Action.

All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.

13
Variants and Fan Cards / Re: Conform
« on: December 14, 2012, 05:08:03 pm »
this was already addressed previously which led to the following alteration:

Conform, $6, Action
+1 Action

Gain a card costing $3 or less and currently not in play. Put it into your hand.


i'm trying to go for an effect that does NOT allow you to repeat this process forever. it might still be overpowered (cost $7 maybe, or reword again) but i am unable to playtest further with the cards i have.

That seams a good decision. I like that version and I don't think it would be too strong cause you normally cannot gain the same card again if you played already one of it. Good solution. With Villages and Bridges a combo with feasts would be great to get 5 or more cost cards though you don't get it in hand. I think you could even change it to this:
Quote
Conform, $5, Action
+1 Action

Gain a card costing up to $4 and currently not in play. Put it into your hand.
Some may think this would be better than Band Of Misfits. But since you can only get a card which isn't in play it is considerably limited. The +Action you mostly have to 'pay' for a gained action to play. The special feature of this card compared to BoM would be the abilties to get more expensive cards via bridges etc. and gaining treasure and victory cards. A lot more fine combos would be possible. Could be a fine and playful card. Up to $3 would be rarely attractive for action cards and then why the +1 action?
Just now I get another idea (a bit of ironworks mixed in):
Quote
Conform, $5, Action
Gain a card costing up to $4 and currently not in play. Put it into your hand.
If it's an...
action card: +1 Action
treasure card: +1 Buy
victory card: +1 Coin

14
Variants and Fan Cards / Re: Dominion: Enterprise
« on: December 11, 2012, 01:27:22 pm »
Maybe 'confusing' is the wrong word. It's more like, if a card gives you two options, it seems…weird to me that if you choose one option, you then reveal your hand and it's like, "Oops! You can't do that option after all." I mean I understand how the card works. If you have another Inventor in your hand, you just wouldn't choose that option. Like if there are no other Action cards in your hand, you wouldn't play Gravedigger for the trash-and-gain option. So it's not unprecedented. It just seems awkward to me. I think 'awkward' is a better word for how I feel about it than 'confusing'.

Actually, now that I look at the card and your description again, I realize that I didn't understand how it worked. So if you choose the set aside option and reveal an Inventor, you still set it aside, but you don't get the +1 Action? It wasn't clear to me which parts of the instructions would happen under which circumstances.

I really appreciate the idea, don't get me wrong. It's possible that the card will end up incorporating this idea. I just have concerns about it.
Now you understand it.  8) I think the card text cannot be clearer. If there is a 'Choose one' all until the 'or' is the first option, then the rest until the next 'or' is the second option and so on. If you cannot set aside one Inventor if there are other Inventors in hand it would be really dumb. Such a thing I wouldn't put on a card. Trust me, I have some experience in card design. I only want to limit the too easy way to put all aside for the next turn without thinking.

Edit: Ah, you probably have missed the important point after the +1 Action. So the wording again:
Code: [Select]
Inventor - Action - Cost: 5 Coins
Choose one:
Reveal your hand. If you have no Inventor in hand: +1 Action.
Set this card aside, returning it to your hand of the start of your next turn.
or
+3 Cards
Maybe it's better to switch at the first option like this:
Code: [Select]
Inventor - Action - Cost: 5 Coins
Choose one:
Set this card aside, returning it to your hand of the start of your next turn.
Reveal your hand. If you have no Inventor in hand: +1 Action.
or
+3 Cards
or completely switch the options:
Code: [Select]
Inventor - Action - Cost: 5 Coins
Choose one:
+3 Cards
or
Set this card aside, returning it to your hand of the start of your next turn.
Reveal your hand. If you have no Inventor in hand: +1 Action.
But then someone maybe could think that the reveal counts for both options.


15
Variants and Fan Cards / Re: Dominion: Enterprise
« on: December 11, 2012, 05:50:29 am »

What would you think of this?
Quote
Inventor - Action - Cost: 5 Coins
Choose one:
Reveal your hand. If you have no Inventor in hand: +1 Action
Set this card aside, returning it to your hand of the start of your next turn.
or
+3 Cards
So it's much more difficult to set aside more as one Inventor but it's still possible if you have enough actions or you can play some Inventors before with a 'village' which certainly increase the chance of holding to many of it in hand. The annoying case of holding only one Inventor in hand without 'villages' gives you the set-aside-function and the action for another action card in hand (similar to Shanty Town without action cards in hand).

I appreciate the suggestion! However, I'm worried that it's a bit confusing and I can't think of a rewording that would really simplify it. However, I will definitely keep it on the table as an option.

Currently, I'm considering two other ways to nerf the card.

Option 1 (Polatrite's suggestion):
Choose one: +3 Cards; or +1 Action and put this on top of your deck.

Option 2:
Choose one: +3 Cards; or set this aside, returning it to your hand at the start of your next turn.

Right now I'm leaning strongly toward Polatrite's version. It has some weirdness in that you could play the same Inventor multiple times in a turn, but now that I think about it, Procession/Fortress does that too. With that change, multiple Inventors can collide, because if you put one back on your deck, you'll just draw it dead with the other one. However, you could put them both back and hope there's a village in the three other cards you draw next turn. The more I think about it, the more I like the strategy it could create. I just hope it's still strong enough to be a decent $5 card with this nerf.
Are you really worried, my version would be a bit confusing? Do you mean it serious? I mean Possession with Dark Ages cards could be very confusing but to look if there is another Inventor in hand isn't more confusing as a Shanty Town.
There would be only four different possibilities:
1. You have only one Inventor and no other action card in hand. You can play it, and possibly draw cards dead or you can reveal your hand (no other Inventor there) set the card aside und get the action back which has sadly no use (only for Diadem maybe ;) )
2. Same as 1. but you have another action card in hand and can play it.
3. You have more than one Inventor in hand and also other action cards. You can choose +3 cards or set only one Inventor aside and cannot play another action card or you can think if it's more worthwhile to play another action card first.
4. Same as 3. but only Inventors in hand. You can set aside only one Inventor and cannot play another. Or play an Inventor like a Smithy.

I think this is really easy and it would be fun to think about playing it mostly productive. This would definitly be a 5 cost card cause the possibility to set aside more than one is still there and you can get more than 5 cards at beginning of your turn.
At Polatrite's version I don't know why I should put more than one or two of it on top of my deck. It more and more decreases the chance of getting it together with a 'village'. If there isn't a way to get more than 1 action then a carddraw after putting Inventors on top would make absolutly no sense and no fun. For example Inventor and CanTrip in hand. The only wise would be playing the CanTrip first then the Inventor to put it on top (otherwise draw dead problem). The other way around you would draw the Inventor instead of a new card, not a good move. The costs for this version would probably be at 4.5, a weak 5. Option 2 would also be too weak and not really fun.
Hope to see your expansion someday as real cards from RGG. After Donald has finished his series maybe an official Fan-Expansion existing of FanCard-Contests winner cards could come out. Perhaps Donald was asked something like that before?

16
Variants and Fan Cards / Re: Dominion: Enterprise
« on: December 10, 2012, 05:54:02 pm »
What a wonderful Fan-Expansion! :D Really like the new ideas which seams all well-thought-out. Professional work!
I have a Mod-Suggestion for the Inventor which obviously is a bit too strong for some players.
This would limit the set-aside-flood (inpired by the wonderful Shanty Town):
What would you think of this?
Quote
Inventor - Action - Cost: 5 Coins
Choose one:
Reveal your hand. If you have no Inventor in hand: +1 Action
Set this card aside, returning it to your hand of the start of your next turn.
or
+3 Cards
So it's much more difficult to set aside more as one Inventor but it's still possible if you have enough actions or you can play some Inventors before with a 'village' which certainly increase the chance of holding to many of it in hand. The annoying case of holding only one Inventor in hand without 'villages' gives you the set-aside-function and the action for another action card in hand (similar to Shanty Town without action cards in hand).

17
Dominion: Guilds Previews / Re: First small Guilds Spoiler
« on: December 08, 2012, 10:53:57 am »
UW is clearly the Ugly Witch we've all been waiting for.
Wouldn't that be like dead corpse? ;)

18
Variants and Fan Cards / Re: Conform
« on: December 06, 2012, 01:03:46 pm »
good point. how about this instead:

Conform, $6, Action
+1 Action

Gain a card costing $3 or less. Put it into your hand.

That's really interesting.  It reminds me of Band of Misfits, but not really.

I think the cost could be reduced to $5, perhaps.  Needs play-testing of course. 
All cards which provide such an effect are broken. If you would leave it this way, you only need 3 Highways or villages and bridges to empty the Conform pile and then gain massivly other good cards directly in hand. That isn't really funny for the other players. The effect has to be limited to 'gain a card costing $3 or less (except Conform)' which sounds strange or 'gain a card costing at least $3 less than this' or 'gain a card costing up to the cost of a silver'.

19
Variants and Fan Cards / Re: Card Idea: Broker
« on: December 05, 2012, 12:31:18 pm »
Yeah, I think you're right. The cases where you can trash more than one card with Broker(s) in play are rare and you can probably do it only a few times per game. Maybe it could be a hard work to count and remember all coins after playing Loans and Counterfeits. Only in an RL-Game of course. But that's sadly the only way to play all the good cards from this forum.

20
Variants and Fan Cards / Re: Card Idea: Broker
« on: December 05, 2012, 11:35:29 am »
I think this card needs a little something extra for when there's no trashing available.
And because of that I thought the card needs the trash function for itself (similar to graverobber and many other cards). I would never buy that card for 5 if there is no trasher available and if there's a trasher then the filter-bonus is of little use anyway. But that's not too bad. But isn't a start with chapel not a bit too strong and also swingy? What about Forge or Count? I really would limit it to max +$1 or +$2 per trashing.

21
Variants and Fan Cards / Re: Card Idea: Broker
« on: December 04, 2012, 06:15:20 pm »
Nice card!
I have a suggestion to make it self-supporting:
Quote
Broker
Types: Action
Cost: $4
+1 Action
Trash a card.
-------------
While this is in play, when you trash cards with an action card, +$1.
Don't know exactly if the wording is precisely enough. First it should be a slow trasher which is at least not terminal. Often very useful. Then every time you trash cards (the number of trashed card doesn't matter to limit the effect) with an action card (also this Broker) or another card you'll get one coin. It is also stackable what makes it strong, maybe it should cost 5, too. In this version you won't get the coins with a Loan for example but that would make the playing and counting easier.

Hmm, I like the 'when you trash cards' functionally, but I'm not sure it's intuitive for most players. I'll have to think about the rest of this version a bit more. I worry that it's a bit too close to Forager.
Yeah, you're right. Perhaps this wording would be better: '..., when you trash any number of cards with an action card, +$1.' I didn't think about the forager. It seams similar in some points but overall it's clearly different cause only you get the bonus not all in dependence of the trash and it's stackable. You could do interesting considerations about how to use it most efficient.

22
Variants and Fan Cards / Re: Card Idea: Broker
« on: December 04, 2012, 05:38:29 pm »
Nice card!
I have a suggestion to make it self-supporting:
Quote
Broker
Types: Action
Cost: $4
+1 Action
Trash a card.
-------------
While this is in play, when you trash cards with an action card, +$1.
Don't know exactly if the wording is precisely enough. First it should be a slow trasher which is at least not terminal. Often very useful. Then every time you trash cards (the number of trashed card doesn't matter to limit the effect) with an action card (also this Broker) or another card you'll get one coin. It is also stackable what makes it strong, maybe it should cost 5, too. In this version you won't get the coins with a Loan for example but that would make the playing and counting easier.

23
Variants and Fan Cards / Re: Maneuver (Action)
« on: December 02, 2012, 11:33:24 am »
Perhaps discard down to 4 cards (4 of 8 normally) would also be ok and not too strong.version which I have to checkout:
Code: [Select]
Maneuver - Action -  Cost 5
+4 Cards
+2 Actions
+1 Buy
Discard down to 4 cards in your hand.

Bear in mind that Warehouse is, from a hand of 5 cards, +3 cards, +1 action, discard down to 4. Also, this card is very strong against discard attacks, where Warehouse is weakened by them.
The big difference between Warehouse and Maneuver is, that Warehouse is also good if you have a lot of cards in hand when you play it. Discard down to 4 and discard one card is most of the time not the same. Imagine a big hand after Labs etc. and then a Maneuver. A Warewouse then I would play mostly without thinking, but a Maneuver not all the time. Warehouse costs only 3 and between 3 and 5 is a big gap, a 5 cost card should be far better as a 3/4 cost card. Strengh of 3/4 cost cards are nearly comparable but between 4 and 5 is a big difference. Surely playing it as one of the last cards in hand is a powerful effect, but I think 5 coins should fit. But I don't know exactly.

24
Variants and Fan Cards / Re: Maneuver (Action)
« on: December 02, 2012, 07:37:23 am »
Perhaps discard down to 4 cards (4 of 8 normally) would also be ok and not too strong. Often only 3 cards is too hard and multiply playing of Maneuvers don't get you to more cards (compared to Embassy), only better ones possibly. The strengh depends on other good action cards like attacks or card drawers (Library will be fine). And it isn't a good buy with a 5/2-start, more for the mid/end game. So there's no advantage against the 4/3-starters. For BM other cards also would be better, it's an engine card. So my new version which I have to checkout:
Code: [Select]
Maneuver - Action -  Cost 5
+4 Cards
+2 Actions
+1 Buy
Discard down to 4 cards in your hand.

25
Variants and Fan Cards / Maneuver (Action)
« on: December 01, 2012, 05:18:37 am »
What would you think of this?
Code: [Select]
Maneuver - Action - Cost 4-6?
+4 Cards
+2 Actions
+1 Buy
Discard down to 3 cards in your hand.
It's something like a cross between Embassy/Tactician/SelfMilitia (<- which is new, or?). So it really isn't a card drawer. More a filter and especially a preparer for strong action turns which maybe end in big buyings. How strong would it may be? What it should cost and what could be changed?

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