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Messages - transportowiec96

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1
1 Chapel
64 Hovel

32 Bonfire
33 Mining Village

17 Count
48 Island

16 Amulet
49 Trader

9 Mercenary
56 Embargo

24 Horn of Plenty
41 Trading Post

25 Bishop
40 Native Village

8 Steward
57 Trade Route


4 Masquerade
61 Treasure Map

29 Procession
36 Lookout

20 Dame Anna/Knights
45 Expand

13 Forager
52 Pillage

12 Counterfit
53 Loan

21 Spice Merchant
44 Miser

28 Salvager
37 Doctor

5 Remake
60 Farmland


2 Rebuild
63 Transmute

31 Moneylender
34 Raze

18 Apprentice
47 Wine Merchant

15 Stonemaseon
50 Trade

10 Jack of All Trades
55 Rats

23 Hermit/Madman
42 Graverobber

26 Altar
39 Prince

7 Junk Dealer
58 Taxman


3 Ambassdaor
62 Feast

30 Transmorgify
35 Remodel

19 Fool's Gold
46 Mint

14 Butcher
51 Death Cart

11 Upgrade
54 Develop

22 Watchtower
43 Plan

27 Ratcather
38 Forge

6 Governor
59 Mine

2
Black card: Donald X. changed _. It now adds _ to the supply!
Black card: I want to see Ruined _ in the ruins pile.

White card: Curse
White card: Chancellor
White card: Duchess
White card: Scout
White card: Event
White card: resign
White card: first player advantage

3
16, 8, 5, 4, 6, 3, 7, 2
and
1, 8, 5, 4, 6, 3, 10, 15


4
Variants and Fan Cards / Re: Really bad card ideas
« on: April 09, 2016, 11:44:54 am »
The Broken Base
Village: +card
Woodcutter: +buy
Smithy: +2 cards
Throne Room: Play an action card.
Festival: +2 buys +1 action +1$
Laboratory: + card +action
Market: +buy,+1$
Village: Ruined library!.
Woodcutter: Ruined Market. Still works.
Smithy: weak Moat.
Throne Room: Ruined Village!
Festival: strong Squire? Maybe weaker.
Laboratory: Ha-ha! Nonsense!
Market: weak Herbalist. Stronger than "Woodcutter".

Nice Bad-Idea.

+2 actions on villages are for chumps
buy cantrips instead

5
Variants and Fan Cards / Re: Really bad card ideas
« on: April 04, 2016, 09:49:54 am »
I assume I don't need to waste my time writing all the prices.

The Broken Base
Cellar: +action, discard any number of cards.
Moat: When another player plays an attack card you may reveal this. If you do, discard two cards.
Chapel: Discard up to 4 cards from your hand.
Chancellor: Put your deck into discard pile
Village: +card
Woodcutter: +buy
Workshop: Gain a non-treasure non-action card costing up to 1$.
Bureaucrat: Gain an estate or curse putting it on top of yourdeck. Your opponents have to put a silver back on top of their deck or reveal card with no silvers.
Feast: Trash this. Gain a card costing up to 4$
Gardens: Worth 100 victory points if there is no cards trashed and copper, silver and gold piles are empty
Militia: +2$ Each opponent discards down to 5 cards in hand
Moneylender: Trash a copper from your hand. If you do, +3 buys
Remodel: Trash a card from your hand, gain a card costing up to 2$ less than the trashed card
Smithy: +2 cards
Spy: + card + action Each player (including you) reveals the top card of their deck.
Thief: Each opponent reveals and discards the top two cards of their deck. You may trash any of them. If you do, give the owner a card from your hand of his choosing. You may gain trashed coppers.
Throne Room: Play an action card.
Council Room: +card +buy, every other player draws 4 cards.
Festival: +2 buys +1 action +1$
Laboratory: + card +action
Library: Draw until you have 5 cards in hand, if you draw an action card, you may trash it
Market: +buy,+1$
Mine:  Trash a treasure card from your hand. Gain a treasure card costing 1$ less and up to 2$ even more less.
Witch: Every other player gains a curse
Adventurer: Reveal cards from your deck until you reveal [player number] victory cards. Put them into your hand and pass these victory cards until every player has received a victory card. Discard the other revealed cards.

6
Rules Questions / Re: Horn of Plenty and Counterfiet
« on: March 29, 2016, 12:58:04 pm »
Why nobody told me a card such as "Counterfiet" exists? :P

7
Puzzles and Challenges / Re: Easy Puzzles
« on: March 28, 2016, 02:44:52 am »
You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province?

I spend my 3 coin tokens and buy a Province.
How about 2 Provinces?
I spend my 13 coin tokens, buy a Travelling Fair and Two Provinces.

8
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Wine Merchant
« on: March 28, 2016, 02:21:48 am »
When my opponents are angry, I tell them: "You should have bought W(h)ine Merchant."


It's a little better than Baron, because it doesn't require to have estate in your hand,a although the 2$ penalty nulifies it. Thepenalty is pretty annoying if you ask be, because 1 Wine Merchant is just a 5$ Woodcutter if you get him back from the tavern the turn you play him. But it's good when you have a really bad hand, you can just play that treasure and get him back at least. In Big Money, this card won't have a much of use in late game (since you barely get the 2$ unspent, unless you have 10$=<). But in engines, it works so amazing as Krieg and Wero said already.

9
Variants and Fan Cards / Re: Really bad card ideas
« on: March 20, 2016, 08:15:33 am »
Useful Chancellor - 1$ - Event
+buy
Put your deck into your discard pile.

10
Variants and Fan Cards / Re: Really bad card ideas
« on: March 14, 2016, 03:06:50 pm »
Hacking - 2$ - Event
Once per game for all players: Every player must reveal his hand before every action phase.

11
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Ranger
« on: March 13, 2016, 04:11:22 pm »
Smithy gives you +3/6 cards.
Ranger gives you +0/5 cards, but gives you 1/2 buys.
Two buys trade for one card.
I'd rather have smithy in early game than this.

This just can be used as token flipper for other cards.

The +buy really helps you if you draw a lot of money cards.

12
Variants and Fan Cards / Re: Really bad card ideas
« on: March 13, 2016, 02:49:06 pm »
Quote
Kicked Advisor - 4$ - Action
+Action
Reveal the top 3 cards of your deck.
+Action
Discard any revealed cards.
+Action
Quote
Kidnappers - 3$ - Action
Gain an ambassador per card the player to your right gained on his last turn. Then, each other player gains a copy of ambassador.
Quote
Stepped On Warehouse - 3$ - Action
+action
Discard 3 cards.

13
Let's Discuss ... / Re: Let's Discuss Adventures Events: Raid
« on: March 13, 2016, 04:27:54 am »
-card token doesn't hurt that much. Unless you're going to buy Raid every turn, in which it's just an "urchin" that gain you silvers.
As silver gainer, it works quite nice, at beginning it usually gains a silver or two but when you have more silvers, it's just terryfying for your opponents to see how many silvers you have.
Feodum is great with this, although as already pointed out, masterpiece is better later in the game.

14
What about an ability that alters the game in a non-game-breaking way?

Here are some examples for the finished Building:

'at the start of your Buy phase, you may discard up to X Victory Cards from your hand for $1 each.'
'at the start of your turn, look at the top card of your deck. Discard it, put it back, or exchange it for a card from your hand'
'at the start of your turn, Look at the top X cards of your deck. Discard the revealed Curses and Victory cards and put the rest back in any order'
'During Cleanup, you may shuffle an Action card you have in play into your deck'

I think these abilities could work as upgrades. For example Level 0 gives you nothing, level 1 gives you X, level 2 gives you Y etc. until you get all of them and get a vp bonus for completing it.

15
Variants and Fan Cards / Re: Really bad card ideas
« on: March 06, 2016, 01:37:34 pm »
I fixed Scout.
Needs higher price though.

Are you sure? It's still called Scout, so by definition it must be terrible.

But now, it's strictly better than curse!

16
Variants and Fan Cards / Re: Really bad card ideas
« on: March 06, 2016, 12:23:27 pm »
I fixed Scout.
Needs higher price though.


17
Let's Discuss ... / Re: Let's Discuss Adventures Events: Pathfinding
« on: March 06, 2016, 09:13:42 am »
It's worth it's cost. It can be very powerful, especially with nonterminal drawers like laboratory, lost city, and also with cantrips

The cards you want to target for pathfinding are nonterminal drawers or cards which you have a lot. This event really likes Magpie, since it gains copies of itself, and when you play it with token on it, it's basicially a lab+draw treasure or gain copy of lab.

Lost Arts likes this event. You can now upgrade terminal drawers into nonterminal drawers that draw more cards. You can make nonterminal HG that draws 5 cards, and you may play another one. Imagine something like this KC'd.

18
I usually take one page, unless it's a colony board, where I want 2 of them, and in rare cases 3. 1 goes for champion and rest goes for hero which gains me plats.

Sifters like Warehouse, Cellar, Scout and deck discarders, Scavenger and Messenger. Oh, and chancellor too.

Treasure Hunter is very weak, unless you're going for feodums. Warrior can be a good trashing attack and drawer, but Hero is more useful on boards with more exotic treasures like platinum.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: March 05, 2016, 09:02:03 am »
Dowsing Rod
Action
Cost: 3

+$2
When you gain, trash or play this card: Put it on the top of your deck.
-----------
(This is not in supply)
Quote
Dowser
Action
Choose one: Gain Dowsing Rod and put it on top of your deck, place -1 card token on top of your deck and take -coin token ; Play any number of Dowsing Rods from your hand.
-----------------
When playing with this, place Dowsing Rods pile next to supply.

Now both are desirable.

20
Variants and Fan Cards / Re: transportowiec96's card ideas
« on: March 03, 2016, 01:25:36 pm »
Quote
Road Builders V2 - - Action-Reserve
Put this on your tavern mat.
--------------------
When Road Builders is on your tavern mat: All cards cost 2$ less during your turn.
When you buy a card, remove Road Builders from your tavern mat.
Now you have quarry + highway, but if you want to stack it, you'll need to 'invest' (by having multiple rounds of not buying anything.)

This is just a suggestion of what I am trying to say. Maybe this is completely insane, but I hope it's clear. I think it's different enough from bridge and quarry to use, it has a downside that could be interesting, but also a cool upside. (Imagine a village with two of these in your hand. Suddenly you can buy a province for 4!) You'd want some of these, but also not too many, I think.
Remove is a little vague. Discard fits here. Anyways I think this is more of something that doesn't support megaturns, since it's just one-use. Interesting concept though.
Quote
Road Builders V2 - - Action-Reserve
Put this on your tavern mat.
--------------------
When Road Builders is on your tavern mat: All cards cost 1$ less during your turn. +1 Buy
When you buy at least one card during your buy phase, remove one Road Builders from your Tavern Mat.

A bit different, could also be interesting.
This concept is very interesting. You buy something for less, then if you want, you can buy another card, but it costs +.
I am just brainstorming out loud here
Out of the topic, but I just became curious how DXV. comes up with card ideas.

21
Variants and Fan Cards / Re: transportowiec96's card ideas
« on: March 03, 2016, 12:59:51 pm »
This means you can put it on your tavern mat and immediately use it.

I find it a card that's just too similar of market + highway to be interesting. There is nothing wrong with it (although even at 6 it sounds cheap), it's just... to much of the same.

The initial concept was to make reserve-bridge. There's always possibily of removing the +card/+buy/+action when played, though.

22
Variants and Fan Cards / Re: transportowiec96's card ideas
« on: March 03, 2016, 12:51:24 pm »
Here.
Quote
Road Builders V2 - - Action-Reserve
+card
+action
+buy
Put this on your tavern mat.
--------------------
You may call this at any point during your turn. When you call this, +buy and all cards cost 1$ less until the end of this turn.

23
Variants and Fan Cards / Re: transportowiec96's card ideas
« on: March 03, 2016, 12:05:36 pm »

Road Builders is far too weak. It is worse than Bridge in three ways: no extra buy, no extra coin and a limitation of the cost reduction to only one card.
It is still an reserve -cost. Maybe "When you call this, +buy and all cards cost less" or "When you call this, +buy and name a card. That card costs less"
The first version of your card is basically just a Reserve copper. When you buy two identical cards it is a Reserve Silver. Only when you buy three cards it is a Reserve Gold and the price of 6$ seems justified. Sounds overall pretty weak to me.

Just think about Bridge, at least early in the game you often use it to buy two different cards. Your reserve-ified Bridge gets rid of this asset of Bridge. When you buy only one card with Bridge it is a terminal Silver but when you buy two it is already a terminal Gold with an extra buy.
There's always option of making it a cantrip and costing less. How about this:
Quote
Road Builders V2 - - Action-Reserve
+card
+action
+buy
Put this on your tavern mat.
--------------------
When you call this, +buy and all cards cost 1$ less.

As worded, Road Builders is a one-shot Market Square. It doesn't tell you when to call it, just what it does when you do.
Sometimes you'd want to call this during your action phase. Sometimes, on your buy phase. The first case would be with TfB cards,  and some of remodelers (if you call many of them). The second would be after using your TfBs.

24
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Miser
« on: March 03, 2016, 10:03:31 am »
Miser is good for slog games and games where you want to keep hitting a certain amount of like Duchy/Duke games. (There are still better cards for hitting though.) If you can get +action token for him, well, here you can easily get a lot of money by playing one card.

Miser likes Copper-giving junking attacks. They just make you have a better chance of coliding Miser with Copper. If you can trash down to 1-Miser-Deck, then you're surely netting a province each turn if you have 8 coppers on tavern. You can boost province buys by use of cantrip +buys and teachers/lost arts +action token on miser.

I prefer having two misers. The more misers you have, the faster you can put your coppers onto tavern, but getting too much of them will soon make you a hand of misers(+estates) without coppers.

25
Variants and Fan Cards / Re: Thriftshop: a shared Native Village mat
« on: March 03, 2016, 07:31:43 am »
Good idea! I'd call it a hybrid of miser and forager. But still, it's has a weak trash, when you place a copper there, you're generally giving up that 1$ of your economy. I mean, when you use steward/chapel, you trash more cards, no? With forager you can get extra coins for trashing estates if copper is trashed first. At first thought, possession might just place your provinces into the mat, but what's the problem? All you have is to take them back on your normal turn. But now, the problem is when there are curses on that mat. You're generally going to take extra cards which you have to give back/trash. Still, points for the idea!

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