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Messages - Violet CLM

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1
Tourist Trap
$3 Action

+5 Actions

2
Quote
Seed, $3 Action

+1 Card
+1 Action
You may trash this for +1.

All Victory cards have "Overpay: Gain a Seed per $1 overpaid."

Battlefield variant I guess.

3
Variants and Fan Cards / Re: Fan Card Mechanics Week 56: With Great Power
« on: February 05, 2023, 01:47:31 pm »


Remember to turn your Smithy into a Duchy before the game ends.

4
Weekly Design Contest / Re: Weekly Design Contest #177: Groundhog Day
« on: February 05, 2023, 01:48:49 am »


Quote
Grinder
$5 - Treasure

+$5
This turn, you can't buy cards you don't have copies of in play.
Keep focusing on the same cards over and over until it's time to break out of the loop, but be aware that grinding is a bad habit... you'll definitely need another source of money from somewhere.

5
Variants and Fan Cards / Re: Really bad card ideas
« on: January 16, 2023, 04:02:23 am »
R.O.U.S.
+2 Cards
+2 Actions
Gain a R.O.U.S.. Trash two cards from your hand other than R.O.U.S. (or reveal a hand of all R.O.U.S.).
-
When you trash this, +2 Cards.

6
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 06:46:46 pm »
Cage is not even indirectly giving you money, is it?

7
Logically, "Nomads" will set up a one-time effect you use the turn after you buy it.

8
Dominion General Discussion / Re: GPT-3 designed Dominion cards
« on: April 16, 2022, 01:43:43 am »
Genie shouldn't be a Duration, but it's pretty interesting. Maybe not fun, but interesting.

9
Dominion General Discussion / Re: Allies is online
« on: March 09, 2022, 01:08:02 pm »
Carpenter sounds really nice. Using an empty supply pile as a proxy test for how far along the game is and whether your needs from an action card have changed.

10
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 12:17:54 pm »
I don't understand the power level of Importer; isn't it just way too good? Vampire is already a very good $5-card gainer (and yeah, it's non-terminal and does other good things), but it costs $5 itself, not $3. At the very least Importer is strictly way better than Feast, right? Feast trashes itself as a penalty, and costs more. Importer can be used again and again, and you can buy it before the first shuffle.
Importer only works every other turn at most. Feast was removed from second edition; it's probably okay to be better than a bad card.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: March 03, 2022, 03:44:11 pm »
Lich Attracts Lich
Every player skips a turn.

12
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: February 28, 2022, 06:38:10 pm »

13
Dominion General Discussion / Re: Dominion: Allies Teaser
« on: February 25, 2022, 07:38:08 pm »
All six uses of the word "rotate" are on the same card, it's a series of dance moves

14
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: January 07, 2022, 06:47:13 pm »
Points totals are here
(hint: read Sheet 2, not Sheet 1.)

Good work and congratulations to all!

15
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 28, 2021, 10:59:10 pm »
I had Confused, by faust:


Quote
Bewilderbeest, Action, $4:
+3 Actions
Discard a card, then draw a card.
You may reveal three Action cards from your hand that all have the same name, to take Confused.

.....
Many discarded drafts treated Confused like a project, giving it to you unconditionally, but that was uninteresting. Other drafts included various things that would cause you to return Confused, either voluntarily or otherwise, peaking in a Duration that stayed out until you returned both it and Confused, at which point I decided that if such conditions didn't appear on Confused itself, they probably shouldn't appear anywhere at all. Instead I decided to impose a different barrier besides price: assembling a deck with a focus on one action card, in preparation for being able to use Confused to play that action card a lot. The other problem with many of the pseudo-project drafts was they made the kingdom card near-useless after taking the state, and gave no incentive for buying more than one copy of the card: giving the player +3 Actions solves this problem by being moderately useful either with or without the state. The discard/draw part is less essential but helps keep the card interesting even if you're not interested in taking the state at all. One draft trashed the three identical cards instead of simply revealing them, but that didn't seem very fun, plus it could trash itself, which had the risk of leaving the player with no +Action cards to use on their Treasures, so I made up a complicated way to let the player buy another one for free, and, idk, it was getting too far away from the point.

16
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 20, 2021, 07:00:09 pm »
Quote
Forbidden
State
For the rest of the game, when any player (including you) plays X, it doesn't affect you.

This seems like it might work better as an Artifact. As a State, it makes whatever card gives you it a one-time-use card, making it junk for the remainder of the game. But as an Artifact, you could have a card that says "Do X, then take Forbidden". Then Forbidden would be like Lost in the Woods, and would typically end up moving between players (unless only one player buys that card)
The format I expect is "Choose one: [something that affects all players], or [something that affects only you] and take Forbidden." But it might end up being something else entirely, by nature of round robinning!

17
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 18, 2021, 09:34:55 pm »
Quote
Forbidden
State
For the rest of the game, when any player (including you) plays X, it doesn't affect you.

18
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: September 29, 2021, 09:45:01 pm »
When Embargo meets Bargain, the result is a creepy crossover we just had to call...

19
Other Games / Re: Winter Kingdom
« on: September 15, 2021, 01:53:27 pm »
I played this Sunday for the first time and liked it. The decoupling of special abilities from exact positions on the board does a lot to reduce snowballing... if your first couple turns are badly chosen, you're not locked out of the rest of the game as much as in Kingdom Builder. The tunnels being available to everyone likewise makes it easier for everyone to travel all across the board, which is where a lot of the fun of the game comes in. Each player has a hand of enough different abilities that they should hopefully all average out to similar power levels, though I imagine it could be frustrating to draw a hand of all movement abilities or all placement abilities, rather than a mix of the two. We did have one player who thought there were just too many possible moves for too many competing objectives at all times, but that's kind of the point of the game. I do think, though, that the rules could have put a little less emphasis on saying everything in as few words as possible, and instead focused more on clarity.

20
Variants and Fan Cards / Re: Fan Card Mechanics Week 15: Level Up
« on: July 19, 2021, 11:53:31 am »
Oh I just saw this topic, how cool! I've idly thought about this mechanic from time to time since 2018 and wondered if it would have been better if the rule had been, uh, using this terminology, "when you buy a Level card, add a Level token to that card's supply pile in addition to gaining it." Something like that. That would take away the choice factor but it would sure be much faster. Ofc this way you can have only individual cards include that, "when you gain a $cardname by buying it" or whatever.

21
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: February 19, 2021, 03:22:07 am »
Oh, that's interesting. I know my web hosting is somewhere in the process of being transferred to another company... I wonder if that's involved somehow, if the remote access to the fonts on my site was suddenly messing up for people. Glad to hear the problem's been avoided now though.

22
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 11, 2020, 03:57:53 pm »
Shael: I tried your image URL with Shard's version and it works for me, but it does take several seconds to load that particular image. Maybe because I'm in the US and I'm guessing zupimages is in France or somewhere.

The main issue with allowing direct image upload from computers is that it makes it hard to distribute custom cards. Currently, once you've finished setting up all the properties of your custom card, all those properties are encoded directly in the current URL, so you can copy it or bookmark it or whatever. That doesn't work so well if the image came from your computer and doesn't have a permanent address on the internet. Here's shard's github issue about it, though.

23
Dominion General Discussion / Re: Minor note about new printings
« on: October 26, 2020, 10:56:44 pm »
When you gain a card, you may reveal this from your hand, to exchange the card for a Silver.
No longer goes infinite when combined with Forum and a cost reducer. Probably for the best.

24
I had this thread some years back, before "Project" became a real kind of card-shaped thing. In retrospect...
Quote
When you buy a Project card, you have a choice: either you gain the card as usual, or you add one of your Project tokens to that card's supply pile.
...the game would probably be more fun if you did both, not either.

Adaptive cards is another good thread.

25
Dominion General Discussion / Re: How Do u randomize
« on: March 31, 2020, 09:01:48 pm »
I wrote my own some years ago, but it hasn't been updated to include any cards/sets I don't own.

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