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Topics - Halvard

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Variants and Fan Cards / Unlimited action
« on: September 04, 2016, 08:44:09 am »
Assume a card that says something like:

+ Unlimited Actions

What would such a card cost?  It is seldom you need so many actions and with nothing else on offer perhaps it should cost 3?  Maybe this has been asked before, but I did not find it.

Name: Unnamed
Cost: 2
Card text:
The first time you play this:
+5 Coins
+1 Buy.
At the start of each of your turns, -1 Coin.

You only get the benefit of +5 Coins and +1 Buy once.  All the other rounds you pay back on your loan.

It is kind of a fun choice to make.  After all, you get +5 Coins for the price of just 2, only you thereafter have one less coin every round. 

Buying it early might get you some strong cards, but you have to pay for it afterwards.  Buying it later and playing it towards the end of the game perhaps made it too good though, although you have to time it well.

What do you think?

Name: Unnamed
Cost: 5
Card text:
-1 Coin
At the start of each of your turns, choose one: +1 Action; +1 Card; +1 Buy; +1 Coin

(by Coin here I mean the equivalent money value of a Copper, but I don't know how to type in the coin symbol around the 1 (or -1))

This card, once it is played it stays out.  Then, before playing any cards from your hand, you are first deducted 1 Coin before choosing one of the four options.

We have not play tested this card very much.  It is a very strong card and probably under priced.  Maybe it could still be worth it at 6 or even 7.  An alternative is to have it at -2 Coins and with no choice of + Coins.

It does extremely well together with any kind of engine you'd like to build.  To be able to choose +1 Action or +1 Buy just makes wonders.

What do you guys think?  The idea of minus Coins is quite simple.  Probably someone have thought of it before, but I find it an intriguing choice to have to make.

Variants and Fan Cards / Dominion fan card II: Guillotine (revised)
« on: January 15, 2015, 10:53:58 am »
This is a revised version of this card: made by someone else.

We tried it in our group and the original version immediately became very unpopular because it stopped original game play and was very destructive as well as awful to buy as you get no benefit yourself.  Anyway, it was interesting enough for us to try other versions/modifications.  We ended up with this one:

Name: Guillotine
Cost: 2
Card text:
+2 Actions
You may move the Guillotine token onto any supply pile that you choose.  As long as the Guillotine token is on a pile, no player can buy or gain a card from that pile.
Ability 3: At the start of your next turn, discard this card.  If there are no other Guillotine cards in play, move the Guillotine token off any supply pile.

This is a one round total embargo of one supply pile.  Since there is only one Guillotine token, no more than one supply pile can be closed off at a time.  The effect has generally been:
 - Guillotine cards becomes popular particularly if there are no other +2 Action cards in the supply or when you often end up with just 2 coins (in Curse heavy decks, for example).
 - Most used for putting on Province or Gold depending on what you buy yourself (if you have 7 coins you would put it on a Province).
 - Also used for temporary stopping certain obvious strategies where someone depends on gaining or buying a certain card combination.

Any feedback?  Is it too destructive?

The wording "move the Guillotine token off any supply pile" I don't like very much, but can't come up with a better one.

Variants and Fan Cards / Dominion fan card I: Clairvoyant
« on: January 15, 2015, 05:38:11 am »
Last year I created some 30 fan cards for our local Dominion evenings.  Most were uninteresting and did not survive, but some, after modifications and play testing became well used and popular cards that we felt gave some interesting game mechanics.  I have followed the card creating suggestions at as best as I could.

Name: Clairvoyant
Cost: 3
Card text:
+1 Action.
Gain an Action card and set it aside face up with Clairvoyant.  When you discard Clairvoyant, put the gained Action card back onto its' supply pile.
Until the start of your next turn, when another player plays a copy of the set aside card, +2 Cards

Example of play:  I play Clairvoyant.  One of the supply piles is Village.  I gain a Village and put it beside the Clairvoyant.  When my turn is finished the Clairvoyant and the Village stays out.  Whenever another player plays a Village I gain 2 cards.  On my next turn I can then start with more than 5 cards (7 or 9 for example).  At the start of that turn Clairvoyant is put into my discard pile while Village is put back onto its' supply pile.

Some things we have experienced during play testing:
 - Clairvoyant gets stronger the more players in a game.  But this happens to other cards as well, like Pirate Ship.
 - Sometimes people stop playing certain Action cards to stop the Clairvoyant player from drawing two extra cards.  This might stop certain engines from becoming too strong.
 - An interesting counter strategy is to play a Clairvoyant and then set aside a Clairvoyant.
 - When supply piles are empty the Clairvoyant can't gain a card from it.  This means that the Clairvoyant can't keep setting aside the most popular cards forever, suddenly dropping the strength of Clairvoyant in later stages of some games.
 - When you gain a card to set it aside temporary it still counts for game ending purposes (3 (or more) piles becoming empty).

What do you think?  Would the card work well?  Is it too cheap or too strong?

All feedbacks are welcome!  Please copy the rules and play with the card if you want to.  I can even provide the graphics for the card.

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