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Messages - One Armed Man

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26
Variants and Fan Cards / Re: Card Idea: Barge
« on: March 07, 2013, 12:18:31 pm »
You may discard any number of Coppers.
Now and at the start of your next turn: +$1 for each Copper discarded this way.

That should make tracking a bit easier.
Not as easy as the set-aside version. It a large turn in a multiplayer, I may forget how many coppers I discarded and it will be difficult to remember.

27
I have to give you credit for accepting suggestions well.

Grand Vizier: I am still worried. One disappearing village and this is a non-terminal to-hand Gold gainer for $4. Look at Explorer, which requires a more-difficult combo (Province), is terminal, and offers a consolation prize. The more I think about it, I like the +1 Action to discourage BM-this, so it would be something else that changed. If my wording was cleaned, I would like a version that said: "Gain a Treasure card costing 8-X or less and put it in your hand, where X is the number of cards in your hand" and to weaken it you change it to 7-X.

Amazon Village: Like many fan-expansions, this set has a high trash-ratio. I would like a version of this that was cheaper ($3?), didn't have the "trash a card from hand", and required you to trash itself from play to get the action card.

Elf: People may not know that you can still buy an Elf with no cards in hand. "You may" on the on-buy may also improve the power-level.

Temple: Doesn't scale well for multiplayer. In a 4 player game, it is worth (on average) 2x as much VP. It is wordy and confusing, but would some version of "5 cards in the trash per player" work?

Magic Sword: I used "Legendary Sword" as a card in the filling out the box thread. http://forum.dominionstrategy.com/index.php?topic=4758.0 I also used "Royal Guard" as an attack-stopping Reaction, be it a Moat-like one. This is the wordiest and most problematic card here.

28
Variants and Fan Cards / Re: Ruminate: A remodelling Feast variant
« on: March 04, 2013, 11:13:43 am »
Rather than 'trash another card that shares a name with the trashed card', I think it should be 'trash another copy of the trashed card'. It's shorter, cleaner, and—barring some really strange cards—means the same thing.

Consolidate (Weaker Combine 2)
Action - $3
Trash a card from your hand. You can trash another card from your hand that shares a name with the trashed card trash from your hand another copy of the trashed card. If you trashed two cards, gain a card costing up to $4 more than one of them.

I made it cost less and give more benefit. (And it still cannot trash 2 other copies of itself for Province)

Cargo is a cool name for the Treasure Ruminate.

Edit: Also, maybe another card that can trash from the discards (though I normally prefer those ensure you have cards in your discards first).

29
Variants and Fan Cards / Re: Ruminate: A remodelling Feast variant
« on: March 04, 2013, 03:07:55 am »
This card gave me a silly idea (to many alternatives to print, especially with Shelters and Ruins):
Combine
Action - $4
Trash 2 cards from your hand. If you and they have the same name, gain the following depending on the trashed cards:
Coppers -> Silver
Non-copper treasure -> Gold
Curse -> Duchy
Estate -> Duchy
Non-Estate Victory -> Province
Action -> Province

Weaker Combine 2
Action - $4
Trash a card from your hand. You can trash another card from your hand that shares a name with the trashed card. If you do, gain a card costing exactly $3 more than the trashed cards.

Stronger Combine 2
Action - $4
Trash a card from your hand. You can trash another card from your hand that shares a type or subtype with the trashed card. If you do, gain a card costing exactly $3 more than the cheaper card.

30
Variants and Fan Cards / Re: Oppressor: Anti-cycling attack
« on: March 04, 2013, 02:55:40 am »
Oppressor
Action - $5
+$2
Each player may discard any number of cards. +1 buy for each card you discard this way.
Each other player looks through his discard pile and may reveal 2 cards costing $2 or less, placing them anywhere in his deck. If he doesn't, he gains a Curse.
Oppressor 2
Action - Attack - $5
Choose one: +3 cards, or draw the bottom 3 cards of your deck.
Each player with 5 or more cards in their hand discards a card.
Each other player looks through his discard pile and may reveal a card costing $2 or less, placing it on the bottom of his deck. If he doesn't, he gains a Curse.

31
I didn't see enough cost-reducers.

Small [Remote?] [Aged?]__
Cost -$1

If this is a Treasure or Action, when you play this, you may discard a card, If you do, "card effect."

The problem is, of course, draw-to-X cards like Library or Jack-of-all-trades are actually improved with the discard effect. A Small Library lets you to Cellar one card in addition to what a normal Library does, and at a cheaper cost!

Perhaps it'd be better to just discard 2 cards afterwards. This is what brings Witch to Young Witch (of course there's also a Bane card... but see below). This is only exploitable when you discard all your cards (for example, storeroom). But you can't really do too much broken things without cards, so it's probably not broken.

By the way, I think we should generally forbid these negative template from Attacks. For example, imagine a Small (Young?) Sea Hag or a Small Saboteur. They will make the game way too slow. I don't think they're acceptable or fun, at all.
Even in regular dominion, you prefer hamlet to village in draw-up-to kinds of games. Small _ cards are weaker in the presence of sifters and discard attacks. Small_ cards don't work as well in multiples in most games.

32
Variants and Fan Cards / Re: Card Idea: Wheelwright
« on: February 26, 2013, 11:21:40 pm »
I think you raise good points, and the power of Wheelwright-BM is definitely my main concern with the card. But let me counterpoint a couple of your points. First, if you're gaining a Copper in hand just to have something to trash with your own Wheelwright, you're doing it wrong. Unless you've been aggressively trashing your starting cards at the beginning of the game, you're almost guaranteed to have a Copper in hand anyway. And if your argument is that you should play Wheelwright-BM, obviously you haven't been aggressively trashing. Second, would you say this is any more powerful than Vault-BM, which guarantees a Gold with every buy and can quickly move to Provinces?

How would your opinion change if the trashing clause was removed or replaced with a discard?
I was responding to what you said earlier ("Because the trashing is mandatory, it limits the number of times you can afford to play it...") by saying that you were not very limited (at least when it still let you trash estate/shelters). I think if you got a 2 silvers, a pair of these, got 1-2 golds and transitioned into provinces, (after the revision) you would need an extra copper 1-3 times over a BM-Wheelwright mirror. When the BM strategy weakens, the Fishing Village/Hamlet/Festival/Shanty Town style engine starts looking insanely good (but I don't mind that because those boards work the same way with Library).

I think the revision is a big step in the right direction. I like that you might still consider getting an estate-trasher like Apprentice or Bishop even if you are getting a Wheelwright. If the card required you to discard a Treasure after you drew up to 8 (or reveal a hand with no Treasures), that would make it weaker as well. I wouldn't mind discarding a victory or curse card. Since this is a terminal draw, discarding an Action would be fairly painless as well.

I think that having an opponent doing Vault-BM helps an engine player line up their cards with the discard-to-draw. Wheelwright's bonus does not often help engine players as much because they don't know whether they need extra money that turn (they have more draw on average and dislike Copper more).

33
Variants and Fan Cards / Re: Card idea: Silversmith
« on: February 26, 2013, 04:25:52 pm »
i called it smith because i draws cards like smithy but its more flexible so i made it a silversmith maybe it could be called steel-smithy

In the overall game of dominion, nearly everything has been shown as +cards. Embassies, Hunting Grounds, Oracles, Torturers...

34
Variants and Fan Cards / Re: Card Idea: Wheelwright
« on: February 26, 2013, 04:24:18 pm »
Such powerful draw combined with Trashing makes me think of Masq. Masq + 2 cards sounds a scary in BM. There will nearly always be a copper to trash, (such as when an opponent plays this card), and drawing 4 cards whenever this is played is so strong, I would never want to buy anything but money and this for most games.

35
Variants and Fan Cards / Re: Rando card idea
« on: February 26, 2013, 02:38:42 pm »
Canal by Polk5440
$6* - Victory

If the Province or Colony supply pile is empty (if it was available), then this is worth 4 VP. Otherwise, this is worth 2 VP.
--
During your Buy phase, if two supply piles are empty, then this costs $3 less (but not less than $0).

Polk5440 tackled this another way and won a spot in the rinkworks contest. It is useful if the game is ending on piles or if it ends with Province depletion.

36
Variants and Fan Cards / Re: Card idea: Silversmith
« on: February 26, 2013, 01:46:07 pm »
How about Ironsmith? (It's a Ironworks / Ironmonger variant)

You are a ninja edittor, I saw this as "How about Ironworks?". I don't like Ironsmith because I would assume that the Action/Treasure/Victory interaction would be the same (though the same interaction is on Tribute).

37
Variants and Fan Cards / Re: Card idea: Silversmith
« on: February 26, 2013, 01:29:05 pm »
Can the name be changed? Several fan cards are called Silversmith and most do a comparable thing to Coppersmith, but interacting with Silver. Metalworker?

38
I didn't see enough cost-reducers.

Small [Remote?] [Aged?]__
Cost -$1

If this is a Treasure or Action, when you play this, you may discard a card, If you do, "card effect."

Discount [Stored?] [Cached?] _
Cost -$1

When you gain this card, gain 2 coppers.

Annointed [Bishoped?]_
Cost -$1

If this is a Treasure or Action, when you play this, each other player can trash a card from their hand at the end of its effect.

And Just for Fun
Twin __
Cost +$2

When you buy this, gain an additional copy of it.

39
Worker's Smithy is not strictly worse than Margrave. The Margrave "attack" has been a benefit to myself as the defender many times.

Iron___ doesn't make much sense on many cards. Tunnel? Cache? Merchant Ship?

I think that the "when gain" on Productive_ should be a "when buy". It could gain itself many times when the cost is reduced by 1.

40
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 21, 2013, 04:23:59 pm »
How about if the player gets to say what you cannot gain before you reveal the cards? "I know your Province hasn't been reshuffled, so I name Gold!" "There are 3 cards in your deck right now and you don't have a gold in your deck, so I name Laboratory"

41
Variants and Fan Cards / Re: The hundredth fan card named Investment
« on: February 21, 2013, 04:21:26 pm »
I think that this card would be like Tournament if you couldn't buy Tournaments after you bought a Province, and it didn't give +1 card either way. It seems weak right now, but I wouldn't want it to cost $4 to avoid armory/workshop/ironworks shenanigans. This is weak with Shelters, though that isn't a big problem.

42
On the "Attack" type, I wouldn't want to be protected from that with a Lighthouse.

43
Variants and Fan Cards / Re: opinion request: two wacky cards
« on: February 20, 2013, 09:33:33 am »
County only gives more than +2 actions when you had 4 Actions available before you played it. There aren't times where I am sitting on 4 actions and can play a village where I would even want that village. The extra ability would leave you with 6 Actions. How often would you be able to use that? Diadem notwithstanding.

44
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 18, 2013, 10:27:56 pm »
How bout exploring other vanilla for boycott:
+$2, +2 Actions
Now a weak Festival/ Actiony Silver.

Edit: Actually how about something like "Look at the top 3 cards of your deck. If any are Actions or Treasures, play one of them. Discard the rest."

45
Variants and Fan Cards / Re: Powder Keg: A oneshot trasher with a twist
« on: February 18, 2013, 02:08:51 pm »
Since this card and the ruins pile might empty at the same time, this could be some kind of 3-pile strategy (that loses to BM by itself).
Trader is a fun interaction. It stops the ruins gain only if you keep the Trader in your 3-card hand. Trader can turn the keg into 3 silvers, +2 cards, and trash 2 from your hand. Trader can eliminate Ruins, etc.

46
Variants and Fan Cards / Re: Enlightenment: A collection of cards
« on: February 14, 2013, 11:52:16 pm »
Hi guys, I'm pretty new to the board but I wanted to share some card ideas I had. I have a list of about 80 or so, but only a few are actually quality. They may not be balanced, so be sure to leave your thoughts!
Hi! I am going to talk about things that have been said on this board about similar past ideas and about comparative power levels
Treasures
Dragon's Fortune - Treasure $8
+1 Buy
$3
Reveal any number of Treasure cards from your hand, +$1 for each differently named card.
I really liked the idea when I thought this cost $3 and was only worth the number of different treasures. Right now, it is likely too strong in Province games. The wording "Worth _ for each differently named treasure in play" is more consistent with current cards and would make this synergize better with your Treasure-Durations (but not Horn of Plenty or Counterfeit).
High Morale - Treasure Duration $6
+$1
Now and at the start of your next turn: $1
While this is in play, when you buy a card, gain a card costing $2 or less than it that is not a Victory card.
Seems fine, if a little similar to Haggler. There is probably room for another Haggler effect.
Quote
Hidden Supplies - Treasure $4
+$2
When you discard this from play, you may put one of your cards from play on top of your deck.
This is strictly better than Silver at $4. This is not generally approved.
Quote
Storage Pit - Treasure Duration $4
+$1
Now and at the start of your next turn: +$1
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
This is also a better silver. The delaying of a card isn't so detrimental. The second turn you even get another money, making this a slightly delayed gold.
Quote
Actions

Palace - Action Victory $5
Reveal any number of cards, +$1 for every Victory card revealed.
---
Worth 1 VP for every 4 Treasure cards in your deck (rounded down).
1 VP for every 4 Treasures is very strong. This card also encourages a Big Money strategy. That is completely independent of its action, which is a pseudo-Secret Chamber.
Quote
Commodity Grader - Action $3
+1 Card
+1 Action
You may draw 1 card then discard 1 card.
This card (without the option) was tried by DXV and found to be too strong, even at $4. I made a card that did the effects in the other order (optional part first). My card was also a Tournament variant.
Quote
Mime - Reaction $3
When another player plays an action, you may set this aside from your hand. If you do, then at the start of your next turn, you play that same action, then discard this.
This card is shut down by your opponent never buying action cards. That is not a good thing to encourage. Also "Mint, Mine, Mime confusion"
Quote
Integration - Action $3
+2 Cards
If you played a Synergy card this turn, +1 action.
---
Setup: Add an extra Kingdom card pile costing $3 or $4 to the supply. Cards from that pile are Synergy cards.
This card doesn't make much sense if the synergy has no +Actions and the table has no villages. Also, this card doesn't work with Loan, Talisman, etc. because they are treasures. It needs an "Action Kingdom card pile" clause.
Quote
Supply Chain - Action $2
+1 Card
Choose one: +1 Action; or +1 Buy
---
When you buy this, +1 buy and all cards other than Supply Chain cost $1 less this turn, but not less than $0.
This is a weak variation on Pawn (or Squire) without the megaturn thing. To have this affect anything but megaturns, trash for benefit, conspirator, horn of plenty, scrying pool, or a despirate need for a plus buy ( a list that is larger than I imagined), someone would need to be able to afford 2 cards they want already to take advantage of the cost reduction. $16 and a +Buy would let you get 2 provinces or 2 provinces and this.
Quote
Bard - Action Duration $4
+1 Card
+1 Action
$1
Each other player draws a card.
You may set aside Bard face down. At the start of your next turn, put it into your hand.
This seems like a bigger benefit to your opponents than yourself, since peddler<laboratory. I like the new-ness of this one, but I would rarely buy it (even for free).
Quote
Toll Road - Action Duration $5
During your turn: All cards (including cards in players' hands) cost $1 less while this is in play, but not less than $0.
During opponents' turns: All cards (including cards in players' hands) cost $1 more while this is in play.
This is what DXV's original Cutpurse did. Look at the secret history of Seaside.
Quote
Tourist - Action $3
+1 Action
$1
Return a card from your hand to the Supply. Gain a different card up to the value of the returned card and put it in your hand.

You can also Copper-ify your Estates and Duchy-fy your Golds, among Action card shenanigans. This card is probably very strong.
Quote
Victory

Development - Victory $3
1 VP
When you discard this from play, you may trash a card in play.
Victory cards never go to "in play", so I don't know how this is supposed to work.

47
Variants and Fan Cards / Re: Sets of 25
« on: February 14, 2013, 12:35:17 pm »
Copper?
1: Poor House
2: Beggar, Hamlet, Fool's Gold
3: Village, Steward, Swindler, Hermit/Madman, Oracle, Watchtower
4: Wandering Minstrel, Remake, Spice Merchant, Cutpurse, Quarry, Pirate Ship
5: Mountebank, Cache, Counting House, Mint, Stables
6: Hoard, Goons, Grand Market
7: Forge

Coppersmith omitted?
I thought about it a few minutes later. Feel free to insert Coppersmith in place of Hermit/Madman.

48
Variants and Fan Cards / Re: Sets of 25
« on: February 14, 2013, 09:51:32 am »
Copper?
1: Poor House
2: Beggar, Hamlet, Fool's Gold
3: Village, Steward, Swindler, Hermit/Madman, Oracle, Watchtower
4: Wandering Minstrel, Remake, Spice Merchant, Cutpurse, Quarry, Pirate Ship
5: Mountebank, Cache, Counting House, Mint, Stables
6: Hoard, Goons, Grand Market
7: Forge

49
Variants and Fan Cards / Re: Things you would change other than for balance
« on: February 05, 2013, 09:48:05 am »
Ironworks and University are pretty much the only non-terminal $4 action gainers (That are actions) that I know of. New fortress mostly works with them and comboes where you already have +actions anyway.

50
Variants and Fan Cards / Re: Filling in a gap in the attack paradigm
« on: February 04, 2013, 12:40:17 am »
Here is an idea. It combining those two groups is complicated.
Ruffian
$4
+2 Cards +1 Buy
Each other player reveals the top 2 cards of their deck. Choose one card for each player. That player either trashes the chosen card and discards the other, or discards the chosen card and places the other on top of their deck.

P1 Plays Ruffian
  P2 Reveals Gold and Province.
  P1 Chooses Province.
  P2 Discards Gold, placing Province on top of their deck.

This move isn't in keeping with your description... P1 chooses Province, P2 should be able to discard Province and top-deck Gold.

Ooops, I changed the function in the middle of typing the post. It turns out that neither the original wording nor the changed one does what I wanted the card to do, so I might as well scrap this idea. I'll keep thinking on it though. This particular one can be brutal (maybe excessively so). The best defenses are to keep Victory cards in your deck, have gainers, or to use multiple buys to get multiple midrange cards.

Ruffian 2
$6
+2 Cards
+1 Buy
Each other player reveals cards from the top of their deck until they reveal a card costing more than $0. If it is a Victory card, place it on top of their deck. Otherwise, trash it. Discard the other revealed cards.

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