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Messages - kazztawdal

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26
Variants and Fan Cards / Re: Master of Disguise
« on: August 09, 2011, 12:26:19 pm »
Doppelganger
$6
Action

Choose an Action card with a cost lower than the cost of Doppelganger from the supply.  Play that card.
(Place the chosen card in front of you until the end of the turn.  Return it to the Supply during your Clean-up phase.)


edit: funny interaction, if you play too many Bridges or Talismans, you can't play any cards with Doppelganger
also Duration cards don't work well with it because they must go back to the supply

I believe you Quarries, even though you cannot play treasure cards during the Buy phase, unless of course you use Black Market.

ah, yea, correct on both counts

27
Variants and Fan Cards / Re: Soldiers Card: Take Victory Cards
« on: August 08, 2011, 12:55:16 pm »
I'm generally of the opinion that, the less text your card has, the better the card is.

I'd suggest a total revamp:
---
Soldiers
$5 - Action/Attack

Each other player discards all Victory cards from their hands.  If they discarded any Victory cards this way, they gain a Curse.

For each Victory card discarded, you gain +1 VP token.
---

The very idea of taking someone's Colony is madness.  If an Action card allowed you to do it, it should cost around $7, or have a crippling disadvantage.

If we're married to the concept, maybe something like this:

---
Soldiers
$6 - Action/Attack/Duration

At the start of your next turn, each other Player reveals the top 2 cards of their deck.  If they revealed any Victory cards, they trash one of them that you choose.  You may gain any or all of the trashed cards.  They discard the other revealed cards.

While Soldiers is in play, any other player may discard 4 cards, or 1 Soldiers card, from their hand.  If anyone does, discard Soldiers immediately.


28
Variants and Fan Cards / Re: Master of Disguise
« on: August 08, 2011, 12:40:11 pm »
I think you want Durations to stay out a turn, so I'd rephrase Doppelganger as:
( ... When you remove that card from play during your Clean-up phase, return it to the supply)

Depends on which is more balanced.  I don't mind Durations being nerfed by the effect.

29
Dominion General Discussion / Re: Any Gossip About Fall 2011 Expansion?
« on: August 05, 2011, 05:35:45 pm »
I confirm that the next expansion is called Hinterlands.

I've had awful pain in my Hinterlands before.  I could barely sit.

30
Variants and Fan Cards / Re: Master of Disguise
« on: August 05, 2011, 01:05:00 pm »
Doppelganger
$6
Action

Choose an Action card with a cost lower than the cost of Doppelganger from the supply.  Play that card.
(Place the chosen card in front of you until the end of the turn.  Return it to the Supply during your Clean-up phase.)


edit: funny interaction, if you play too many Bridges or Talismans, you can't play any cards with Doppelganger
also Duration cards don't work well with it because they must go back to the supply

31
Variants and Fan Cards / Re: Your New Mechanic for Dominion
« on: July 27, 2011, 01:29:59 pm »
"Gift"-type cards which, when purchased, are given to the player of your choice.  A simple and rather silly way to mess with someone's deck.

Peasant
$3 - Action / Gift
+1 Action

Courier
$3 - Action / Gift
+1 Card

Child
$5 - Action / Gift
(blank)


Just more-or-less useless cards.

32
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2011, 01:17:46 pm »
Ultimate Golem
$9
Action

Reveal cards from your deck until you reveal a pink elephant.

If your deck is empty, reshuffle.

33
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2011, 01:13:34 pm »
Infinite Recursion
$0
Action

+1 Action

When you play or draw Infinite Recursion, put it on top of your deck.

+1 Card

EDIT: wait, that doesn't work either

34
Variants and Fan Cards / Re: Some card ideas
« on: July 26, 2011, 02:20:50 pm »
I kind of like Scientist.  You buy one $5 Action, and then if you have a Scientist, your $5 Action is now, practically speaking, any $5 Action on the board.

I'd pay $5 for Scientist, but it would be situational, ie, there are a ton of good cards with the same price and I don't want to risk colliding terminals, etc.

I would rarely use it to downgrade a card unless I was positive it would give me a Colony right then and there.

35
Variants and Fan Cards / Re: Really bad card ideas
« on: July 26, 2011, 02:00:53 pm »
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)

So in summary: play a game of Agricola on the side when you play this card.

Or, if you use King's Court, three games.

36
Variants and Fan Cards / Re: Really bad card ideas
« on: July 25, 2011, 01:34:53 pm »
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)

37
Puzzles and Challenges / Re: Riddle
« on: July 22, 2011, 12:54:43 pm »
why is she buying a copper so late in the game

what a terrible play

38
Variants and Fan Cards / Re: Really bad card ideas
« on: July 22, 2011, 12:47:13 pm »
Investment
Action-Treasure
$2

If played as an action: Add an Investment token to your Investment mat.
If played as a Treasure: First, +1 Coin for each Investment token on your Investment mat.  Then, remove 1 Investment token from your Investment mat.

39
Variants and Fan Cards / Re: Really bad card ideas
« on: July 21, 2011, 12:40:34 pm »
The Dragon
$10.99 plus tax (if applicable)
Reaction

Play when the game ends for any reason.  Light the rag sticking out of the bottle of vodka, pick it up, and smash it on the table.  Evacuate if necessary.

Setup: Place a large, glass vodka bottle on the table and stuff a rag into it.  If anybody asks what it's for, refuse to answer.

40
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: July 20, 2011, 12:59:47 pm »
Handcar is better if you also allow yourself to trash a Treasure card.

Then it has potential to be a very cheap Laboratory with trashing, if your opponent elects to trash his own Copper to it (which is pretty likely).

Otherwise Censure is correct.

41
Variants and Fan Cards / Re: Reducing the luck factor?
« on: July 19, 2011, 12:36:19 pm »
As for "swingiest Dominion cards"... I think Familiar and Swindler have to be the champions.  Treasure Map is an obvious pick, and Sea Hag gets up there too.  Ambassador and King's Court merit mention as well.  In general, obviously powerful cards (especially attacks) and cards which muck with opponent's decks are going to be swingier.  And Treasure Map.

No mention of Saboteur?

42
Variants and Fan Cards / Re: Really bad card ideas
« on: July 19, 2011, 12:32:40 pm »
Village Idiot II
$0 - Action/Reaction
+1 Card, +1 Action
When another player plays an attack card, you may reveal this card from your hand.

lol

43
Variants and Fan Cards / Re: Really bad card ideas
« on: July 18, 2011, 12:52:10 pm »
No Cursing
$2
Reaction

When any player gains a Curse, says the word "Curse", or uses a curse word, you may reveal this card and then smack them over the nose with it.

Setup: This card is the size of a magazine.

44
Variants and Fan Cards / Re: Reducing the luck factor?
« on: July 18, 2011, 12:48:01 pm »
How about, instead of drawing 5 cards off of the top of your deck, you pick up your deck and select 5 cards from it to comprise your hand, and put the rest back.

I'm sure that will be more balanced.

45
Variants and Fan Cards / Re: Really bad card ideas
« on: July 15, 2011, 01:13:46 pm »
Nopossession
$6P
Action

When another player plays a Possession, you may reveal this from your hand. If you do, that Possession card is immediately thrown into the rubbish bin. Cards in the rubbish bin are never returned to the game box.

Setup: Find a rubbish bin and put it next to the trash pile.

First of all, this is a Reaction.

A few changes I would make: You may reveal Nopossession from anywhere, including your deck, discard pile, a Kingdom pile, the game box, or your own pocket, and you may search for it if need be, whether anybody has played Possession or not.

46
Variants and Fan Cards / Re: Game Variants
« on: July 14, 2011, 12:19:24 pm »
I guess we'll never know.

Now post ideas for the Monster card!

47
Variants and Fan Cards / Re: Game Variants
« on: July 13, 2011, 01:42:46 pm »
I had an idea a while ago where the game featured a "Monster."  Each time anyone gained a Victory card, the VP value of the card was dealt in "damage" to the Monster.  He would have around 30-60 "hit points" (dependent on the number of players and presence of Colonies).  Gaining VP tokens would have no effect.

When the monster reached zero hit points, the person who dealt the final damage to him gained the Monster card.  I was always wondering to myself what the Monster card should do; at first I gave that player 10 VP and ended the game right then, but at the moment I'm considering the Monster being worth 6-10 VP and additionally being an Action (perhaps an Attack action). 

Probably he would be "worth" 0 coins, and I would almost certainly make him untrashable.

48
Variants and Fan Cards / Re: Really bad card ideas
« on: July 12, 2011, 12:43:50 pm »
King - $9
Action - Duration

While King is in play, all players must ask for your permission before playing an Action card.  If you do not give permission, they may not play the card.

While King is in play, any player may give you cards from his or her hand.

(this last bit is there so that the King may say, "Yes, you can play Village... but only if you give me a Platinum."

49
Variants and Fan Cards / Re: Really bad card ideas
« on: July 11, 2011, 01:10:21 pm »
Magic Mirror - $3
Reaction

When an opponent plays an Attack, you may reveal this card.  That opponent is affected by the Attack as though it were played on him instead.  You are not affected by the Attack.

(this stacks with itself; if you reveal 5 Magic Mirrors, he gets hit by his Attack five times.  truly brutal in multiplayer)

50
Variants and Fan Cards / Re: Really bad card ideas
« on: July 08, 2011, 12:45:20 pm »
Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"

i happen to need Colony.

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