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Messages - WilsonWriter

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1
Dominion League / Re: Season 29 - Signups
« on: July 21, 2018, 02:38:48 pm »
storyteller
America/Chicago

2
Variants and Fan Cards / A "Nice" Version of the Soothsayer.
« on: November 13, 2014, 10:20:39 am »
The definition of a do-gooder is someone who is well-intentioned but often interfering in their efforts to help. Thus, our Do-Gooder card. It is not an attack since it offers and often delivers a Silver to the other players.

DO-GOODER
Cost: $4
Action

Each other player gains two Coppers, or reveals a Copper from his hand and gains a Silver. Either way, you gain a Gold and put it on the bottom of your deck.

3
Variants and Fan Cards / Variations of City
« on: November 13, 2014, 10:16:14 am »
We've had fun with variations of the City card. Here are two examples:

ANCIENT CITY
Cost: $3
Action

+1 Card, +2 Actions
Discard a card from your hand for each empty supply pile. If no supply piles are empty, +$1.


CITY OF ATLANTIS
Cost $7
Treasure

+1 Buy
If no supply piles are empty: +$2
If one supply pile is empty: +$3
If two supply piles are empty: +$4

4
Variants and Fan Cards / Re: How could a Duration Attack work?
« on: November 13, 2014, 10:10:16 am »
We made a card that we play with regularly, called Werewolf. It has all the fun of the overnight threat of a werewolf, along with the use of silver to ward off the werewolf. It also works well as a Dominion card.

WEREWOLF
Action/Attack/Duration
Cost: $5

+1 Action

You may trash a card costing $1 or more from your hand. If you do, +2 cards.

At the start of your next turn, each other player reveals a Silver from his hand or gains a Curse.

5
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: November 13, 2014, 09:55:16 am »
Scout is still the worst to me. I don't even play with Transmute. We revamped the Transmute card into Transmutation, made it cost 4 (no Potion needed), and it made it an immediately viable option on the first turn.

As for Chancellor, I have had some good wins with it, even though I believe it's weak in general. In a game where Golds are particularly valuable, such as in gaining a Grand Market, I've opened with Chancellor/Silver. Regularly, on turn three, I can buy a Gold and shuffle it back in, so that on turn four I'm buying another Gold and shuffling it in. By turn five, I'm ready to buy just about anything on the board. Of course, that third turn sometimes gives you only a Chancellor and two coppers, in which case you're often in a weaker position.

6
Variants and Fan Cards / Re: Gold Mine
« on: August 11, 2013, 12:57:56 am »
I understand that you play with fan cards in your games and there's nothing wrong with that, go right ahead.

My question was: If you're going to design fan cards anyway, why design a card that's so similar to an already existing card instead of a completely new one?

You might as well make something like:
Superwitch - $6
+3 Cards
Everyone but you: Gain a Curse

So I thought you might have done it because you thought the original Mine was weak or something and I don't agree on that.

As opposed to existing cards, such as Grand Market or Expand, that are so different from other existing cards, such as Market or Remodel?
Valid point, but still, when I think about creating new cards, I like trying something a tad different.

Davio, check out the comment and link I posted up above. You'll see that creating new cards is what we've primarily been up to. We've had a blast with it, too.

7
Variants and Fan Cards / Re: Gold Mine
« on: August 09, 2013, 03:58:44 pm »
My question was: If you're going to design fan cards anyway, why design a card that's so similar to an already existing card instead of a completely new one?

Actually, we have created three unique expansion sets, with over 75 cards.
Here's a link to see them, if you're interested: http://wilsonwriter.com/html/dominion_expansions.html

We've also upgraded a few original cards, such as Lookout, Workshop. and Secret Chamber--all in good fun and for our own enjoyment.

8
Variants and Fan Cards / Re: Gold Mine
« on: August 08, 2013, 10:25:02 am »
This card does change early strategy. But you could actually gain it with an Action that has coinage on it, so it's not as hard as it seems. In real play, it's sweetened the pot oftentimes. If there's something like Smithy or Coppersmith that create a higher likelihood of getting to $6 early, that helps too.

To each his own, though. There are four of us who play probably 15 games a week, and all the cards we've created, we've tested through real play. Some of the ones that have been questioned on here are some of the ones we've liked best in real play. Others that slipped under the radar here have been ones we needed to revise because of obvious conflicts or wording issues.

We can all learn from each other, and I love the feedback I get on here. The main thing is to have fun. And feel free to borrow any ideas we throw out.

9
Variants and Fan Cards / Gold Mine
« on: August 08, 2013, 01:39:28 am »
This is a revised Mine that we use:

GOLD MINE
$6 - Action
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more, and put it into your hand.
--
When you gain this, if you have no Silver or Gold in play, gain a Gold.

10
Variants and Fan Cards / Re: Master of Disguise
« on: August 01, 2013, 03:09:44 pm »
Yes, it mimics Highways cost-cutting. It cannot do the Duration features of a card since it can only be played for this turn, and if a benefit requires trashing, it cannot do that unless you trash Master of Disguise for good.

11
Variants and Fan Cards / Re: Master of Disguise
« on: August 01, 2013, 09:55:07 am »
Yes, it is laid down as an Action, but it can become a Treasure. If I don't have something that gives me more actions, then that's it.

12
Variants and Fan Cards / Master of Disguise
« on: August 01, 2013, 09:29:26 am »
MASTER OF DISGUISE
$5 - Action

Choose one card the player on your right played last turn, and this is that card for this turn only.

13
Variants and Fan Cards / Re: Gypsy Caravan - Duration
« on: July 22, 2013, 03:49:17 pm »
I spent time in Romania, and I based this not on the stereotype of thievery but on the reality of many Gypsies asking for donations. That's why the card specifically doesn't steal or trash Treasures, instead only gaining copies of them.

14
Variants and Fan Cards / Gypsy Caravan - Duration
« on: July 22, 2013, 01:37:43 am »
Gypsy Caravan
$5 - Action/Duration

+1 Card
+1 Action

At the start of your next turn, +1 Card, and each other player reveals cards from the top of his deck until he reveals a Treasure. You may gain a copy of it, and he discards the revealed cards.

15
Variants and Fan Cards / Manna - Duration Card
« on: July 17, 2013, 08:25:58 pm »
http://wilsonwriter.com/assets/images/manna_hi-rez.jpg

MANNA
$3 - Action/Duration
Put a Treasure card face-up under this card and set both aside. At the start of your next turn, choose one: put another Treasure under this card, or put all Treasures gathered in this way into your hand and discard this card.

Love this card. It's so simple, yet so effective. In our last 3-person game, I used one Manna and two Markets, to buy 2 Colonies, 2 Provinces, and 1 Duchy in the game's last turn.

16
Variants and Fan Cards / Re: Mongol Horde
« on: June 12, 2013, 04:18:24 pm »
Maybe I should've added that I don't own Alchemy or plan to. These fan cards are ones we've made for our own fun and use with other expansions, and we've had a blast. We're not superstars at this. We just love the imagination and constant variety of the game, and we don't ever plan to play in or win any tournaments--except our own neighborhood tourneys. We have about eight of us who are really into it.

17
Variants and Fan Cards / Mongol Horde
« on: June 12, 2013, 01:46:58 am »
MONGOL HORDE
$5 - Action
+1 Buy, +$2
You may gain one Kingdom card from the Supply, and trash a card from the same pile. When you do, reveal your hand and trash any revealed Victory cards.

We've had a lot of fun playing with this card, using it to take piles down quickly, or to gain attacks and trash them, weakening opponents' counter-attacking chances. It's a good buy early, useful in trashing Estates. One of my new favorite cards.


18
Variants and Fan Cards / Re: Whale - the Moby Dick card
« on: June 03, 2013, 10:46:18 am »
The Whale is a general attack card that works well in games without any -Ship cards, similar to a Witch, but with gained coins balanced by a higher cost and adjoining Curse (-1VP). In practice, in games with -Ships, it presents real dilemmas for opponents. Take the curse and keep their Ship? Well then, you give your opponent an extra +$2. Discard the Ship? Then what's the point of having it. It's a powerful card, and like the infamous whale that is its namesake, it brings curses on any who deal with it, even those who thing they can control it. Happy whaling!

19
We've played with Jousting Ring numerous times now, and in practice, with three or four players especially, it's more difficult to get the three to line up since the supply pile runs down quickly. And the other balancing factor is that the gained Prize does not go on top of one's deck but into the discard when gained with Jousting Rings. It's a fun element to add to any Tournament game, or to be played on its own with the Prizes.

20
We've played with this a number of times, and when there are no Attacks that cause trashing or discarding, the JRs can come together quickly. Without a trashing card in one's own hand, it's a bit more difficult, but still very doable, as opposed to the times we've played with Tournament and it was too slow to compete with good Treasures in the kingdom.

And yes, the revealed card being returned to the top of the deck is to weaken JRS, once one turns up a non-Treasure, the others will do the same.

If you like the Prizes but get frustrated with including only Tournament to get the effect, JR provides a fun alternative.


21
JOUSTING RING

$3 - Treasure

$1

When you play this, reveal the top card of your deck. If it's a Treasure, put it into your hand. If not, return it. When you play 3 Jousting Rings this turn, gain a Prize (from the Prize pile).

22
Variants and Fan Cards / Re: Whale - the Moby Dick card
« on: May 18, 2013, 11:31:25 am »
The intent of the card is to follow the Moby Dick theme, the destroyer of ships, and a curse who all who mess with the Whale. For that reason, the specific ship theme and self-inflicted curse will stay.

I agree, though, that it's too strong. I've backed it down to +2 Cards. A Witch would always give a curse, as will the Whale in a kingdom without any ships. You pay the extra for a Whale and get the potential +$2, but also end up with -1VP at the end. Is that a little better? In kingdoms with ships, it presents a dilemma for other players. Should they discard their ship and avoid a curse, thus giving you +$2? Or should they take the curse, keep the ship, and rob you of the coin? In the games we've played with this, those curses add up quickly.

23
Variants and Fan Cards / Whale - the Moby Dick card
« on: May 17, 2013, 04:11:03 pm »
WHALE
$6 - Action/Attack/Curse
-1VP

+3 Cards
Each other player may discard a Ghost/Merchant/Pirate Ship from his hand, or he gains a Curse. If any Curses are gained in this way, +$2.

24
Variants and Fan Cards / New Nation: an expansion set
« on: May 02, 2013, 07:58:20 pm »
Here's the link for a look at the New Nation cards.

https://www.facebook.com/media/set/?set=a.10151332772991176.1073741832.687061175&type=3

The focus is on smaller Treasure, as befits the time frame of the original 13 colonies, and rewards and punishments for ones amount of Victory and Fellowship cards.

Fellowship cards are those denoted by the small symbol on the top left of the card banner, and when discarded from hand and put into Fellowship cannot be retrieved until the end of the game. The total cost of the cards in the Fellowship is divided in half, rounded down, and added to a player's final Victory points.

I've been accused of creating too many cards. Maybe so. But we're Dominion addicts in our neighborhood, and we've been having a lot of fun. That is the point, right?

Anthem
$5 - Action/Duration

Now and at the start of your next turn: Reveal your hand. If you revealed any Victory cards, you may gain a Silver and put it into your hand.

Boston Harbor
$5 - Action
+2 Actions, +$2

Trash up to 3 cards from your hand. For each card trashed in this way, an additional $1 this turn if used to buy a Victory card.

Declaration
$6 - Treasure/Victory
$0, 2VP

When you play this, +$2 for each Fellowship card you have in play.

Farmstead
$3 - Victory/Fellowship
1VP

You may put this card on top of your deck or trash it. If you trash two Farmsteads from your hand this turn, gain a Province.

Flagmaker
$5 - Victory
2VP

When you reveal this card from your hand, you may put one card from your hand on top of your deck.

Liberty Bell
$4 - Treasure
$2
--
While this is in play, when you gain a Fellowship card you may also gain a Silver.

Mayflower
$5 - Action/Fellowship
+4 Cards

Discard a card, then reveal your hand and +$1 for each revealed Victory card.
--
When you play this, each other player may gain a Silver.

Minutemen
$4 - Action/Attack
+2 Actions, +1 Buy

If this is the first time you have played Minutemen this turn, reveal your hand. For each Victory card revealed, each other player discards a card.

Natives
$2 - Action
+2 Actions

You may choose one: if during this turn you played...
1 Native, gain an Estate
2 Natives, gain a Duchy
3 Natives, gain a Province

Patriot Drums
$3 - Action
+3 Cards

Set this on top of an Action pile in the Supply. While it is there, that Action cannot be gained by any player. At the start of your next turn, discard this card.

Paul Revere
$5 - Action
+1 Action, +$1

Name an Attack or Treasure you've already gained, reveal cards from your hand until you reveal that card, and  put it into your hand. Discard all other cards revealed in this way.

Peace Pipe
$4 - Action/Reaction/Fellowship
+3 Cards

Discard a card.
--
When another player plays an Attack, you may discard this. If you do, choose one: gain 3 Silvers, draw 2 cards, or trash 1 card from your hand.

Pilgrims
$2 - Action
+1 Card, +1 Action

If you gain a Victory card this turn, you may put this card on top of your deck during Clean-up.

Pillory
$3 - Action/Attack
+1 Card, +$1

Each other player reveals his hand and discards a Treasure or puts a Victory card on top of his deck.

Plymouth Rock
$4 - Action/Fellowship
+1 Card, +1 Action

You may put this card immediately into your Fellowship. If you do, +$1.

Puritan
$3 - Action/Fellowship
+2 Cards
Trash a card, then reveal your hand. If you reveal no Treasures in this way, gain a Gold.

Redcoats
$5 - Action/Attack
+1 Action, +1 Card, +$1

Each other player reveals his hand and discards any Fellowship cards revealed in this way. If he reveals no Fellowship cards, he discards down to three cards.

Schoolhouse
$4 - Action
+1 Action

Reveal the top 3 cards of your deck. Discard any revealed Victory cards and put the rest of the cards into your hand.

Settlement
$5 - Victory/Fellowship

Worth 1VP for every two Silvers you have in your deck (rounded down).

Smoke Signals
$4 - Action/Attack
+1 Card, +1 Action

Each other player reveals the top card of his deck. If it is...
an Attack card, he discards it
a Treasure card, he puts it on the bottom of his deck

Tea Traders
$4 - Treasure/Victory
+1 Card, +2 Actions, +1 Buy

Discard a card.
--
When another player trashes one or more cards, you may reveal this, gain a Silver, and put it into your hand.

Thanksgiving
$6 - Action/Fellowship
+1 Card, +2 Actions, +1 Buy, $2

Discard a card

Wampum
$3 - Treasure
$1

When you play this, gain a Silver during your Buy phase for each card remaining in your hand.

Warpath
$5 - Action/Attack
+$2

Each other player reveals his hand. If he has 5 or more cards and reveals any Duchies, he discards two cards, unless he reveals any Provinces, then he discards three cards.

Wheelwright
$3 - Action
$1

Draw until you have 6 cards in your hand.

25
Variants and Fan Cards / Re: EXODUS: a Dominion expansion set
« on: April 02, 2013, 01:14:44 pm »
Isn't that the same thing as buying 4 Silvers and hoping to win out that way? Trader is a nice card, but it's never won a game for me. I'm asking this seriously.

What? Do you shuffle your entire deck after every turn? If so, you're playing incorrectly.

That's sort of my point. Having a bunch of Silvers doesn't usually win the game for you, whether you keep shuffling or topdecking them. But I took your advice and removed the topdecking option. You're absolutely correct about it being too strong for its cost that way.

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