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Topics - BubbleBoy

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1
Dominion General Discussion / Urchin/Mercenary Strategy
« on: September 23, 2012, 01:48:21 pm »
I've looked at these cards time and again, and I still have trouble grasping the concept. How should this card pair be played? It seems to me like in many cases, Urchin is actually better than Mercenary. It also seems to me like these cards work terribly when others are also getting them. Can Urchin still be worth buying even if Mercenary is not worth gaining? If Mercenary is the only trashing card in a set, is it worth getting a couple of Urchins? At some point I would really love to read an article on this.

2
Dominion General Discussion / Scavenger + Stash
« on: September 01, 2012, 09:46:33 am »
So, at this point, just about everyone knows about the Chancellor/Stash combo, right? Well, make way for Scavenger/Stash! with just 3 Stashes and 2 Scavengers, you are guaranteed a Province every turn (assuming no hand-reducing attacks available): Just use your Scavenger to make your other Scavenger the only card in your deck, then play your Stashes, buy a Province, shuffle (putting your Stashes on top), and repeat.

The big problem with the Chancellor/Stash strategy was that you couldn't guarantee that you would get a Chancellor with your Stashes, meaning you would almost definitely NOT be able to get a Province every turn. As a result of this, it's also necessary to get 4 Stashes, just in case you end up with only 6 or 7 money after the reshuffle. Not only that, but with Chancellor, it's necessary to get a bunch of Chancellors in order to increase your chances of drawing one when you need it. However, with Scavenger, 2 and 3 Stashes is all you'll ever need.

This combo is also pretty easy to set up. Open Silver/Scavenger (or Stash/whatever), then buy Stashes when you have $5+ (or Scavengers, if you already have 3 Stashes), a Scavenger next time you have $4 (or next two times, if you din't open with one), and Silvers with $3 (or $4, if you have 2 Scavengers already). Then, once you have three Stashes and two Scavengers, use your Scavenger to make your deck a Scavenger, and begin! I imagine a player could have everything he needs by turn 7 or so, and just start cashing in.

Someone probably has already realized this, but I didn't see a post on it, so I made one myself.

3
Rules Questions / Noble Brigand vs. Watchtower
« on: June 03, 2012, 06:33:39 pm »
Say I play Noble Brigand and force my opponent to gain a Copper. He reveals Watchtower from his hand, trashing the Copper. I'm pretty sure this wasn't the intention, but based on the wording of Noble Brigand I must ask: Do I gain the trashed Copper?

Side question: Say we have the same scenario, but my opponent reveals Trader before Watchtower, thus trashing a Silver instead. Do I gain the Silver?

I'm guessing no to both of these, but I'd like to know why or why not.

4
Rules Questions / Black Market + Mandarin
« on: June 02, 2012, 09:45:15 am »
I recently discovered what I think is a way to play any number of Treasures twice (although the combo can only be used once per game and only with the right luck): Play Black Market, play all the money in your hand, buy the revealed Mandarin, and use drawing actions to get the top-decked Treasures back. So would this combo allow you to get twice the value from the same Treasure cards? If so, then is there a more reliable/reusable way to do this?

5
Variants and Fan Cards / Interesting Potion Ideas
« on: May 10, 2012, 12:28:22 am »
Just a slush of ideas I had trying to make Potions a little more interesting. Comments and suggestions welcome and appreciated! :)

Ale
+5 Cards
At the start of your next turn, discard a card from your hand.
($2P Action – Duration)

(Ale's great, but too many can give you quite a hangover.)

Assistant
+1 Card
Choose three: +1 Action; +$1; +1 Potion; +1 Buy; Trash a card from your hand.
(Choices may be repeated.)
($3P Action)

(Sort of a super-Pawn with more flexibility. I don't think it's too much like Pawn, either, since the results will be drastically improved and actually useful.)

Elixir
When you play this, choose one: +$1; or +1 Potion.
-----
When you discard this from your hand, you may reveal it. If you do, +1 Card.
($1P Treasure – Reaction)

(If I understand the rules correctly, you could just keep this card in your hand until the end of your turn, reveal it during cleanup, and get an extra card for next turn. I hope that works, because I designed this with that strategic option in mind. Also, this soft counters discarding attacks and combos in general with cards that discard from your hand.)

Medicine Merchant
+1 Buy
You may discard a Potion from your hand. If you do, +$6. Otherwise, gain a Potion into your hand.
($0PP Action)

(This costs TWO Potions, not just one. It works a lot like a super Baron, but with Potions, making it higher risk and higher reward.)

Necromancer
Trash a card from your hand. You may gain a card costing no more than the trashed card, and you may gain a non-Victory card from the Trash pile. If you gained a Curse card, each other player gains a Curse card and you may play this again.
($4P Action – Attack)

(This is sort of meant to combo with Magic Charm from this thread, which was previously named Necromancer. I tried very hard to find a balanced card that could fish from the trash pile, and I think this is about as good as it gets: The best use you will most likely be able to make of this card is to trash your best card from your hand and double gain it back, but it can have better uses if people are having fun trashing good cards for benefits.)

6
Variants and Fan Cards / Dominion: Finance (Untested)
« on: April 26, 2012, 11:36:39 pm »
The primary theme of this fan expansion is the use of a healthy mix of Action and Treasure cards. All comments are welcome! I hope to turn all of these into images and many of them into actual cards someday soon.

Alms
$1
When you play this, trash 3 of your Treasure cards from play. If you do, +1 VP.
($5 Treasure)

(The effect and coin bonus of the trashed Treasures should remain, if I understand the rules correctly.)

Aristocrat
+2 Buys
Treasure cards cost $1 less this turn (but not less than $0).
-----
1 VP
($4 Action – Victory)

(Sort of like Bridge...but then again not really at all.)

Bank Note
$0
You may reveal a Treasure card from your hand. Play it twice.
($4 Treasure)

(Not sure if $4 is too low a cost, but $5 seems too high. This definitely changes in attractiveness with Platinum out. I was thinking of putting a limit of "costing $6 or less" for that reason.)

Barter
Gain a Silver into your hand.
($4 Action)

(A new twist on the common $4-cost, $2-giving action cards.)

Bounty
$?
When you play this, reveal and discard the top 4 cards of your deck. +$1 for every Action card revealed.
-----
1 VP
($6 Treasure – Victory)

(Better in an action-heavy deck, but is itself a Treasure, requiring you to find a good balance...or use Cartographers and such.)

Cathedral
+1 Action
-----
While this is in play, each time you play an Action card, +1 Card.

You may only buy this with Coppers.
($5 Action)

(Cathedrals were built on the backs of the poor. I don't think this wording really works, but I hope it is understood what is meant.)

Cultivate
+1 Card
Reveal your hand. +1 Action per Action card in your hand.
($4 Action)

(Gives you as many actions as you need. Worse than a Village in some cases, but worth it if you can get more than 2 Actions out of it.)

Discovery
+1 Action
+1 Buy
Reveal the top 5 cards of the Black Market deck. You may trash this. If you do, add one of the corresponding Kingdom piles to the supply. Cards from that pile cost $2 less until the end of your turn (but not less than $0). Put the revealed cards on the bottom of the Black Market deck in any order.
Setup: Make a Black Market deck out of one copy of each Kingdom card not in the supply.
($5 Action)

(I have sort of play-tested this, and it is a lot of fun. Another use for the Black Market deck in-game, which adds lots of variety to the game.)

Feudal Village
+2 Actions
Each player with less than 7 cards in hand draws 2 cards, reveals his hand, and discards up to 1 Reaction or Attack card of your choice from his hand (except Feudal Village).
($5 Action – Attack)

(This is the first idea for a Village Attack card that I have ever seen. It's meant to be combined with other Attack cards, to sort of prepare for the hurt, or to do just the opposite if desired.)

Hideaway
$1
-----
While this is in play, when you gain a card, you may set both this and the gained card aside until the end of the game.
($5 Treasure)

(Like Island, but with obvious differences. Island is one of my favorite cards, and I think I'd like this even more.)

Investigator
+1 Card
+1 Action
Each player reveals the top 3 cards of his deck. He puts one back (except a Treasure card) and discards the rest.
($2 Action)

(Not sure if this should be an Attack. It's meant to hurt Action-less players and help others.)

Investment
+$1 at the start of each of your turns.
-----
When you gain this, you may trash a Gold from your hand. If you do, play this. Otherwise, trash this.
($3 Action – Duration)

(I haven't played with this particular version of this card, but testing of an older version proved this concept to be very strategic and interesting.)

Judge
+1 Card
+$1
Choose one: +1 Card; or +1 Action.
-----
When a player plays a card containing the phrase “choose one,” you may set this aside from your hand. If you do, cast a vote for one of the available options. Unless there is a tie, the player of the card may only choose the option on that card with the most votes. Return this to your hand at the end of the player’s turn.
($3 Action – Reaction)

(This is just a fun idea, and I don't think it would be very practical in most games, but maybe something could be worked out.)

King
Worth 1 VP for every 3+X Treasure cards in your deck (round down), where X is equal to the number of Kings in your deck.
($6 Victory)

(I know similar ideas have been made before, but none quite like this that I know of.)

Knight
+1 Action
-----
While this is in play, when you gain a Curse card or trash a Treasure card, you may place a card from your hand here. At any time (or at the end of the game), trash this and all cards here, and gain a non-Kingdom Victory card into your hand with a VP value up to the number of cards trashed.
($5 Action – Duration)

(Designed to be the winner of Tournaments, as well as a soft counter to Cursing attacks. Not sure if this is too powerful.)

Lost Fortune
$0
You have one less $ to spend this turn (but not less than $0). At the start of your next turn, +$3
($4 Treasure – Duration)

(I'm not sure what happens when Alms or Pub trashes a Lost Fortune just played, but if it needs a new rule, I would say that Lost Fortune does not give $ on the next turn.)

Magistrate
+2 Cards
You may discard a Treasure card from your hand. If you do, choose one: trash any number of cards from your hand; or each other player with more than 4 cards in hand discards a Treasure card from his hand (or reveals a hand with no Treasure), and you get +$ equal to the $ value (not the cost) of one of the discarded Treasures of your choice (including yours).
($5 Action – Attack)

(If a variable value treasure like Bank is chosen (? In the corners), no $ is received.)

Merchant
+5 Cards
The $ value (not the cost) of all Treasure cards is $1 less this turn (but not less than $0).
($3 Action)

(I'm not sure if this wording has the effect I intended it to have on variable value Treasure cards, but I hope those get reduced as well.)

Miser
Look through your discard pile. You may reveal a Treasure card, and put it into your hand.
-----
When another player plays an Attack card, you may set this and a Treasure card aside from your hand. At the start of your next turn, return this and the Treasure card to your hand. If you do, discard up to 5 of the top cards of your deck.
($4 Action – Reaction)

(Hang on to your cash! Don't let go!)

Politician
+$1
Each player (including you) returns up to 1 Curse card from his hand to the Supply, and then chooses one: he gains a Copper into his hand; or he gains a Curse card. +1 VP per player (including you) who did not gain a Curse card.
($5 Action – Attack)

(The Curse-returning part is meant to keep Politician from being an infinite VP gainer. It still might be very unbalanced, though.)

Pub
+1 Buy
Immediately play up to 2 Treasure cards. Trash one of them. You may return one of your VP tokens. If you do, +1 Action and draw up to 5 cards in hand.
-----
When a Treasure card costing $3 or more is trashed, you may discard this from your hand. If you do, +1 VP.
($5 Action – Reaction)

(This can be a one-card engine, but it will be extremely difficult to get your deck just right to land many points with it. Also, see the note on Alms.)

Rich Tax
+1 Action
+$1
At the start of your next turn, trash this.
-----
While this is in play, if another player plays 3 or more Treasure cards during his Buy phase, all cards cost $1 more until the end of his turn.
($3 Action – Duration)

(Obviously, designed to counter Treasure-heavy decks.)

Sewer
+1 Card
Choose one: gain a card costing up to $2; or move 2 Kingdom cards from the Supply to the Trash pile. You may play a Sewer.
($2 Action)

(Chains itself, depletes piles, and can get you Estates. You may be able to end the game quickly with Sewer, but most likely you will lose unless you happen to get some non-Estate Victory points. Otherwise, you can just use Sewer to deplete some Kingdom card you hate.)

Spendthrift
+1 Action
Gain a Debt. If you do, +$3, +1 Buy. Otherwise, trash this.
Setup: Add Debt to the Supply.
($3 Action)
||
Debt
-2 VP
The first time you buy this card in any turn, +$1, +1 Buy.
 (This is not a Kingdom card. Curses remain in the Supply.)
($0 Curse)

(Debt is a Curse card, but it is not a Curse, in case of any wording differences on cursing cards. Debt is in the game if and only if Spendthrift is in the game, and the # of Debts in a setup will be 8 for 2 players and 12 for 3 players and up, like Victory Kingdom cards.)

Surplus
$1
When you play this, each player with less than 6 cards in hand gains a Copper into his hand.
($3 Treasure – Attack)

(A Treasure - Attack card that may actually help more than it hurts in some cases.)

Town
+1 Action
Choose one: +1 Card; +1 Action; or +1 Buy.
-----
When you shuffle, you may put this anywhere in your deck.
($2 Action)

(This card will have a unique back, like Stash. This is meant to serve as whatever vital element your deck needs, wherever you need it, but nothing more.)

Wealth
+1 Action
Reveal cards from your deck until you reveal a Treasure card and an Action card. The player to your left selects one revealed Treasure and one revealed Action (except Wealth). Take those cards into your hand and discard the other revealed cards.
($6 Action)

(Best if you have a pretty even spread of Action and Treasure cards, and not too many Wealth cards.)

7
Variants and Fan Cards / Bribing for Prizes
« on: April 23, 2012, 07:06:06 pm »
I like the idea of Prize cards, but I absolutely hate the race element of Tournament. I also feel like so much more could be done with Prizes, so I made some more of those, as well as Bribe. I have played a good number of games with these cards, and games seem to have worked perfectly fine with all 10 Prizes available. Anyway, here are the cards (sorry about the size):











And finally...



Unlike Tournament, this card actually costs you something to get a prize. Meanwhile, it can have some use while you're working towards getting the money you need (but is probably not worth $5 just for that).

8
Variants and Fan Cards / Artwork
« on: April 08, 2012, 08:21:08 am »
First of all, hey, I'm new here.

Alright, pleasantries aside, I'm currently in the process of making a fan expansion, and I am finding Google to be a painfully ineffective tool for finding good artwork to use for the images. I'm wondering if other people have had this problem. Where do most people get their art?

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