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Topics - ta56636

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1
Variants and Fan Cards / Just a quick victory card idea:
« on: June 15, 2014, 01:22:19 pm »
Action/Victory $4

+1 Action
You may trash a card from your hand.
------
X VP
When you gain this, gain a curse.


Is it interesting?
What would the correct value of X be?

2
Variants and Fan Cards / Procession and Embargo Variants
« on: May 16, 2014, 04:43:39 pm »
Code: [Select]
Succession
$4 Action

You may plan an Action card from your hand twice.  Trash it.  Gain two copies of a Card costing 1 less than it.

Hopefully fairly clear: Half procession, half stonemason.  I think it's possibly stronger as a $4 than as a $3 due to self synergy.


Code: [Select]
Sanction
$2 Action

Choose one: +2 Cards; or +2 Actions; or +$2

Trash this card.  Put a Sanction token on top of a Kingdom pile.

-------

If anyone plays a card with a Sanction token on it: Return it to the supply. Then then choose one per Sanction token: +2 Cards; or +2 Actions; or +$2

Hopefully clear.  I'm aiming for something that you can either try to scupper your opponent with (forcing them to return a key engine component to the supply), or help you by building up a powerful one-shot card.

I'm slightly expecting it to be broken in some way though!  (it's return to the supply rather than trash to stop it being broken with Fortress)

3
Variants and Fan Cards / Tutor
« on: November 04, 2013, 03:20:47 pm »
I know there's been discussion about it before, but I don't think exactly in this form:

Tutor
$2 - Action
+1 Action
Look through your deck and choose a card.  Put it in your hand and shuffle your deck.

It doesn't help with cycling or the average quality of the deck to come (except when combo-ed with e.g. chancellor), just enables you to have some control over order.  It is also increasingly less strong the further through your deck you get.

4
Mini-Set Design Contest / Barge
« on: November 03, 2013, 05:50:58 pm »
Has anyone playtested this?

($4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.)


Is it too strong for $4?

5
Variants and Fan Cards / Community Card Compendium
« on: October 12, 2013, 04:35:33 am »
Community Card Compendium

Please read rules before posting.

AIM
The aim of this thread is to bring together finished cards that have been refined and playtested into a single place.

RULES
- If you know of a card that fits these criteria please post it below
- You cannot post your own card
- You must have playtested it with at least 3 different kingdoms
- Please only post one card per reply
- If possible please link to a thread where the card is discussed

Once a card has been posted please use the up vote system to indicate whether you agree with the card's selection
- Please only up vote a card if you have playtested it
- A card needs two up votes to be entered into the compendium

If this proves to be of interest I will periodically order the cards by number of up votes.

6
Variants and Fan Cards / More expensive treasures?
« on: September 30, 2013, 05:38:48 pm »
Just toying with a random idea:

How about a card:

Something, $?, Action or Treasure

Does something

------

Setup: All Treasure Cards cost $1 more

7
Variants and Fan Cards / Random Victory card idea
« on: September 20, 2013, 04:15:58 am »
Tithe $? Victory

Worth 1 Victory Point for each Tithe left in the supply


or possibly:


Tithe $? Action-Victory

You may return this to the supply
------------------------------
Worth 1 Victory Point for each Tithe left in the supply

8
Variants and Fan Cards / Honours
« on: August 28, 2013, 04:45:51 pm »
Honours
These are spread out in a fan and can be bought in any order - there is one of each type
They are part of the kingdom

I quite like this idea because they are self balancing - the less popular a card is (i.e. bought later) the cheaper it is.

Not sure if they are too powerful though, but you can see the basic syntax.


New card versions posted lower down



Gold Trophy
+1 Card
+1 Action
if you do not play any treasure cards this turn: +$3
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Silver Trophy
+1 Card
+1 Action
You may reveal a silver from your hand
if you do +$2
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Copper Trophy
+1 Card
+1 Action
if you trash a card from your hand: + $1
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Exhibition
+1 Card
+1 Action
if you play no duplicate cards this turn: take a Coin Token
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Livery
+1 Card
+1 Action
if at the end of your buy phase you have no cards in your hand and no excess actions, coin or buys: Gain a Duchy
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Charter of Franchise
+ 1 Action
Reveal your hand
if there are at least 4 cards and no duplicates: +2 cards
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Fayre
+1 Card
+1 Action
if you've played more than 3 actions (including this one): +1 Buy, Gain a card costing up to 4 that is not an honour
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Benefice
+1 Card
+1 Action
if you've played a copper, silver and a gold this turn: +1 VP token
----------
This costs half the number of honours left in the supply (rounded down)
Action - Honour

Shire
+1 Card
+1 Action
if you do not buy anything this turn: Gain 2 honours & 2 coppers
----------
This costs half the number of honours left in the supply (rounded down)
Worth 1 VP for every honour in your deck
Action - Victory - Honour

Call to Arms
+1 Card
+1 Action
if you discard a card: Each other player must discard down to 3 cards
----------
This costs half the number of honours left in the supply (rounded down)
Action - Attack - Honour

9
Variants and Fan Cards / Band of Outcasts (Two new card ideas)
« on: August 27, 2013, 05:18:56 am »
Introducing Band of Outcasts.  Thanks for help from all below.  I've up-ed it to +$3 but removed the 'may' from the buy option, forcing you to use at least $2 on an action (except in the very rare case when there's no actions less than $4).  It'll try and test it out now...


OLD INFO BELOW - PLEASE SEE ATTACHED CARD IMAGE INSTEAD

Code: [Select]
Played a great game last night:

Vagrant, Embargo
Shanty Town
Procession, Rats, Salvager, Armory
Band of Misfits, Count
Altar

And it inspired me with two new ideas (not sure they are that original):

First based on procession/throne room.  It is basically a throne room played over two turns.  It's worded this way as I think it'll still work (I think) when you play it on itself (for example). 


[b]$5? Action-Duration[/b]

Choose an action card from your hand.

Gain a copy of it, place it on this [name of this card] and play it at the start of your next turn,

Play the action card and return it to it's supply pile.


Second is based on Band of Misfits:

[b]$4? Action[/b]

Play any number of treasure cards from your hand as you would in your buy phase.

Play this as if it were an action card in the Supply costing the $ value generated by the treasure cards + $2.

This is that card until it leaves play.



NB: You then can't use those treasure cards to buy anything.  I'm not sure I've got the balance of this second card quite right, but I do really like the idea.  (I originally didn't have the +$2, but it seemed a bit weak then).

10
Dominion General Discussion / House Rules?
« on: August 05, 2013, 02:46:08 pm »
I'm just wondering whether anyone has any house rules for their own games of dominion - two things I've been thinking about:

1) Whether it is possible to make curses/ruins slightly less powerful (especially in 3-4 player games).  I just can't see many occasions when you can ignore the likes witch or marauder in multiplayer games, and would like to make it more of a choice.  One thing I'm toying with is having less curses/ruins (e.g. 5 per player), not that that would make a huge difference.  (I do understand the logic of 2(p-1)).

2) Whether there is a way of balancing out the first player advantage.  Could it be as simple as letting the round finish after the end conditions have been met?

This isn't about saying that the way things are is wrong, just about adapting to our preferences - just wondered if anyone had some ready made solutions?

11
Variants and Fan Cards / Crone
« on: June 19, 2013, 06:18:12 pm »
Card idea:

Crone, $0, Action

+1 Buy
+$1
-1 VP
--------
When you gain this +1 Buy, +$1
You may only buy one Crone per turn
--------
When attempting to trash this card you must discard a treasure in order to successfully trash


Basically this allows you to buy something $1 than you can currently afford, but at the cost of a bad card in your deck and being more difficult to trash.  If you just gain it'd also give you an extra buy. You could get multiple if you can gain and buy it.  Good synergy with Bridge/Garden type cards.

First card idea so be gentle!

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