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Messages - Marcory

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1
Dominion General Discussion / Re: Dominion: Plunder
« on: August 30, 2022, 12:18:50 pm »
It's a shame that you have to wait until Dominion: Encampment is out of stock until you buy this. Isn't that seriously limiting the market for this? Especially because people who run into financial difficulties are required to return their copies of Encampment. Seems like a rip off to me.

2
Variants and Fan Cards / Re: Really bad card ideas
« on: March 25, 2022, 06:50:06 am »
Megalopolis  Action--Duration--Attack $5

+1 Card
+2 Actions

If three or more piles are empty, gain a non-Victory card costing up to $5.

If four or more piles are empty, you may play an Action from your hand.

If five or more piles are empty, if the previous turn was not yours, take a turn after this one.

If six or more piles are empty, you may trash a card from your hand and gain a card costing up to $4 more than it.

If seven or more plies are empty, when this is in play, at the start of each other player's next turn, they gain a Curse.

__________________

At the end of the game, this is worth 5 VP for every five empty piles in the Supply, rounded down.

3
Dominion General Discussion / Re: Dominion: Allies
« on: January 28, 2022, 09:35:44 pm »
I had a bizarre dream last night in which I received a copy of Dominion: Allies and was trying to figure out how to play it.  In my dream, the "Allies" were minor effects kind of like the Boons (e.g. +1 Card), but I wasn't sure what caused them to trigger.  I couldn't find anything in the rules, so I asked this guy who was there, and he said, "Oh, you get the allies when nothing else in the game is happening.  So like, when you play a Horse, and then you return it to the Horse pile, that might be a good time to use an ally."

And I was like, "So there's no hard and fast rule, it's just whenever you want?"

And he was like, "Yeah, basically.  Just whenever there isn't anything else going on."

So I was obviously appalled that the notion of deterministic rules had been completely abandoned, and I tried harder to find further explanation of how the allies worked, but then because it was a dream everything just moved on and I forgot about it.

So anyway, I really hope that when this expansion comes out, all of the cards actually have rules about how they work!

Don't worry, there are precise rules!

The imprecise rules will be in the follow-on edition, Dominion: All Lies. It'll be a 'l' of a different game.

4
Dominion General Discussion / Re: Dominion: Allies
« on: September 22, 2021, 04:36:05 pm »
What a brilliant crossover strategy! Can't wait for 2023 and Dominion: Axis.  :)

5
Variants and Fan Cards / Re: Really bad card ideas
« on: October 28, 2020, 01:56:15 am »
This Action-Treasure-Victory $4

+$2
1 VP

____________
Setup: Add this as an additional Supply pile to any Kingdom that has a supply card referring to this.

6
Variants and Fan Cards / Re: Really bad card ideas
« on: October 09, 2020, 03:01:21 am »
Emperor Action  [$17]

+1 Buy.

You may discard two Provinces for $16. If you don't, trash a Province from the supply and +15

Viceroy  Action [$13]

+1 Buy

You may discard a Colony for $13. If you don't, gain a Colony.

Lieutenant Governor Action

You may discard a Province for   If you don't, gain a Province.

Grand Duke  Action

You may discard a Duchy for . If you don't, gain a Duchy.

Baronet Action-Looter

You may discard an Overgrown Estate or a Ruin for . If you don't, gain a Ruin.

(These are obviously extensions of the Baron theme, though Grand Duke may be borderline not RBCI).


7
Dominion General Discussion / Re: Dominion Characters
« on: September 27, 2020, 12:53:41 pm »
Yes, but people in the Sauna spend half their time in the Avanto, so on average, they're of ordinary temperature.

8
Variants and Fan Cards / Re: Two posible rule variations
« on: August 09, 2020, 11:40:27 pm »
I am new to the forum and hope these have not already been discussed. I really enjoy Dominion, but have been wondering about these two variations to the rules:

1) All Estates must be purchased before a Duchy is purchased, all Duchies must be purchased before a Provence can be purchased, etc. It seems too me that if Victory Points had to be purchased in an ascending order there would be more strategy in when to buy and more of a "cost" paid for their purchase in glutting your deck. So a player may sit out purchasing Estates while other players buy trying to limit them in their hand, but at the risk of getting too far behind in Victory Points. It seems it would keep games closer iin point scoring and add more variety to strategies and combos and deck builds.

2) I know engines are a big part of the game, but it seems to me that a rule that you can not play the same action card to times in a row would be a good limiting mechanism on engines, and make some intuitive sense about an action repeated. So you could play Village, Market, Village, but not Village, Village, Smithie.

Love your thoughts.

First, welcome to the forum!

As to your suggestions: 1) If you start clogging your deck with Estates, it will be significantly harder to get Duchies and almost impossible to buy Provinces. Also, it would greatly change the power level of cards like Remodel that let you gain Provinces without buying them. And it doesn't make the game that interesting for people to be buying Estates all the time.

2) This rule contradicts Cultist, which explicitly encourages you to chain them. And many other non-terminal draw cards, like Laboratory, Hunting Party, Apothecary, Scrying Pool, Familiar, etc designed to be chained. Cards like Fairgrounds encourage variety in a much better way than your rule proposals do.

But that's just my  $.02. In any case, welcome again to the forum!

9
Variants and Fan Cards / Re: Really bad card ideas
« on: July 25, 2020, 11:46:20 pm »
Bitcoin - $4
Treasure
$4
----
$ produced by this can only be spent to buy Bitcoin.

FTFY
Bitcoin   Action, Costs [1 bitcoin]

Take a Bitcoin token.
____________
During your buy phase, you may trade a bitcoin token to another player for any mutually-agreed amount of tokens, or any number of mutually-agreed cards from their hand or mats.

10
Variants and Fan Cards / Re: Really bad card ideas
« on: June 20, 2020, 01:02:18 pm »
Yours
$5 - Action
Gain a Treasure card from trash to your hand. Put a Treasure card costing at least $3 less than it from your hand to the supply.

Up Yours Action

Gain a Treasure from trash to your hand. Put a  Treasure costing at least $3 less than it from your hand to the Supply. Trash the gained treasure and gain a card costing up to more than it.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: June 12, 2020, 03:00:20 pm »
Origami Works Action

Gain a card costing up to

Fold a card from your hand into a shape of your choice. If the player on your right thinks that it is it is a(n):

Animal: +1 Action
Vegetable: +1
Mineral: +

If the player on your right cannot identify the shape, then +1 card and you may replay this.
If I fold a card into something meant to be a dog, but the player to my right thinks it's a car and guesses it's a mineral, that means I get +$1, +1 Card and play Origami Works again, right?

The idea is that the player on the right can pick the option that helps you the least--but if he refuses to choose anything, you get to play the card again. But again, this is an RBCI idea, not least because folding the cards isn't the best way to preserve them.

12
Variants and Fan Cards / Re: Really bad card ideas
« on: June 11, 2020, 10:29:43 pm »
Origami Works Action

Gain a card costing up to

Fold a card from your hand into a shape of your choice. If the player on your right thinks that it is it is a(n):

Animal: +1 Action
Vegetable: +1
Mineral: +

If the player on your right cannot identify the shape, then +1 card and you may replay this.

13
Variants and Fan Cards / Re: Really bad card ideas
« on: June 08, 2020, 05:47:46 pm »
Snow White Action-Reserve

You may discard a Prince from your tavern mat.

If you used a Prince to play this, and if you are the first player to do so this game, you may exchange this and the Prince for 6.

Otherwise, place this and a Prince from your hand or in play on your Island mat. If you do. +4

If this is in your deck or discard pile at the end of the game, it is worth 1
_______________
When you gain this, gain a Prince from the Prince pile and place it on your Tavern Mat.

14
This suggestion is probably late to the party, but this sounds like an excellent opportunity for full-random Dominion, with fully randomized supply piles. You learn quickly that you must buy that Scout in order to uncover the Province hidden beneath. Meanwhile, you better not buy that Province lest your opponent buy the Vagrant underneath and end the game on piles.

15
Variants and Fan Cards / Re: Really bad card ideas
« on: May 12, 2020, 04:47:22 pm »
Air

When you gain this, +1 buy and put this back on its supply

This wouldn't work for an AI player, because to Air is human.

16
Variants and Fan Cards / Re: Really bad card ideas
« on: May 07, 2020, 04:12:48 pm »
Peter Principle  Action-Command

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least more than the trashed card.

Try to play the gained card.  If you can't, gain an Impostor Syndrome.

I know that this is RBCI, but how do you unsuccessfully play a Command card? Even if you have no actions in hand, you've still played it (for the purposes of Diaden etc).

17
Variants and Fan Cards / Re: Really bad card ideas
« on: May 02, 2020, 09:52:16 pm »
Peter Principle  Action-Command

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least more than the trashed card.

18
Variants and Fan Cards / Re: Collecting Ways
« on: April 30, 2020, 11:41:58 am »
Why is there not a Way of the Whey? Would it be too cheesy? Or would Donald X be accused of milking cards for all they're worth? Maybe he has an entry in his dairy about it? Or maybe it just never, uh, curd to him.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: April 29, 2020, 03:45:09 pm »
You should add a Donate token that allows you to trash your hand and deck, and a Throne Room token that lets you play this again if your Journey token is face-down.

Also, a sleepy, hungry, poopy infant is far more interesting with respect to game play than a sleeping one is.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: April 25, 2020, 04:49:17 pm »
Beggar Your Neighbor Action-Attack

Gain three Coppers to your hand. Pass this to the player on your left, who puts it into his hand.

-----------
Reaction: when another player gains a Copper, you may reveal this, to pass this to your left.

21
Variants and Fan Cards / Re: Really bad card ideas
« on: April 20, 2020, 12:15:42 pm »
Iron Giant Action

Turn your Journey token over (it starts face up). If it's face down, +$1. If it's face up, +$5, and each other player reveals the top card of his deck. For each revealed card, if it is a

Victory Card, +1 Card
Action Card, +1 Action
Treasure Card, +

If the revealed card is an Iron Giant, play this again.

22
Variants and Fan Cards / Re: Really bad card ideas
« on: April 17, 2020, 11:14:31 am »
Midas Touch Action

Reveal cards from the top of your deck until you reveal a card costing or more. Trash it and gain a Gold to the top of your deck. 

_____________________
When you gain this, reveal a Province from your hand. If you do not, return this to the Supply.



(This is so that you can't gain this until you have a deck that can actually be hurt by the touch).

23
Variants and Fan Cards / Re: I suspect this is broken...
« on: December 21, 2019, 09:53:03 am »
Besides what Segura said, this is pretty much strictly superior to Borrow.

24
Variants and Fan Cards / Re: Really bad card ideas
« on: October 13, 2019, 02:50:31 pm »
Iron $3 Action/Treasure/Victory

+1 Action
Worth 1 VP.
_________
When you play this in your Action or Buy phase, +$1
When you buy this, +$1 and +1 Buy

25
Variants and Fan Cards / Re: Really bad card ideas
« on: September 30, 2019, 03:39:11 am »
Buffering Inaction-Reaction $3

During the next two minutes, you may do any or all of the following: get a drink, grab a snack, stand up and stretch, answer the doorbell, or visit the toilet. If your opponent complains, they lose. If you are not back in your seat by the end of the two minutes, unless you reveal another Inaction.
______________
When any player plays an Action, you may reveal this, to trigger its effect.

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