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Messages - One Armed Man

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51
Variants and Fan Cards / Re: Credit or: $6 is the new $7
« on: February 03, 2013, 07:12:19 pm »
I vote on 0 and 1 if it has to be a Treasure.

I have included this idea as a "one card" kingdom pile in the Filling out the Box thread: http://forum.dominionstrategy.com/index.php?topic=4758.0

Subterfuge
$5 [no-type]
When you would gain this, you may gain a Curse. If you gain a Curse, +$6, +1Buy. This card remains in the supply.

That version didn't have the "one per turn" rule, but it gave you a curse instead of a copper. If it had to be a gained kingdom card, I would make it an Action +$1.

Credit Card- $1
Action
+$1
+1 Buy
-----------
When you buy this, you may play it immediately.
If you do, +$1.

You may only buy one copy of Credit per turn.

52
Variants and Fan Cards / Re: Filling in a gap in the attack paradigm
« on: February 03, 2013, 07:05:20 pm »
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.
P3 Reveals Gold and Copper.
P1 Chooses Copper
P3 Trashes Copper, discards Gold.
  P4 Reveals Ruffian and Silver.
  P1 Chooses Silver.
  P1 Discards Ruffian, placing Silver on top of their deck.

53
Variants and Fan Cards / Re: Strongbox
« on: February 03, 2013, 06:55:41 pm »
Strongbox, $3, Action

Choose one: gain a Copper, putting it into your hand; gain a Silver, putting it on top of your deck; or gain a Gold and trash this card.

pretty simple card, but is this too strong at $3 or should it be $4?

A silly idea for improving the Copper bonus. How about "gain a Copper, putting this and the gained Copper into your hand". It is a weak, deck weakening version of Diadem.

54
Variants and Fan Cards / Re: Really bad card ideas
« on: February 03, 2013, 06:52:02 pm »
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
Governor costs $1 more than Remodel, $1 less than Gold and as much as the second-to-best Victory card in P games. Based on this, Colony Governor should cost $8 even though it would be very much overpowered.
There is also the case that adding a +Action to a non-terminal increases the value by $1. I'd say $9, though it would only be around if Colonies are about.

55
Variants and Fan Cards / Re: Gifter
« on: February 01, 2013, 06:45:16 pm »
What about this (didn't want to start a new thread)

Open Armory:
Action/Attack - $4
Gain an action or treasure card; put it on top of your deck.
Each other player gains a cheaper card, or a Curse if there's no such card in the supply.

Yay, I got a possession!  That was what stopped university from being "any action card."  You could say "costing $6 or less."
I don't think it is much of a problem. Another player could gain a power $5, golem, familiar, goons, harem, etc.

56
Variants and Fan Cards / Re: Savings
« on: January 26, 2013, 04:16:11 pm »
$5 with the treasure trashing from hand seems right. It's similar to a cost increase, makes the card less random and works thematically.

I like the treasure trashing from hand, it makes this a psuedo $6. Once it is worth at least +$3, you can buy it for $5 without increasing its value. Also, you can buy it for $7 to trash a silver if your hand don't have copper.

57
Variants and Fan Cards / Re: Savings
« on: January 25, 2013, 08:38:09 am »
Yes, this is strong, but people are forgetting about the tempo that you are losing to get Savings to be worth 3 or more. After buying the first one, your deck hasn't improved at all and you are forgoing a $5 (or probably a $6 in the final version). The second one turns the first into a silver, etc. In comparison, Counterfiet is always awesome, making $2 and a buy immediately and eventually making $3 or $4.

58
Wealthy Village
If played as an action;
+1 card, +2 actions
--
If played as a treasure;
$2
Action-Treasure
$3[/b]

You could probably simplify this to:

Wealthy Village

+1 Action

Choose 1: +1 Action, +1 Card; +2$

Cost: 4


Weakens it a lot, but keeps the same idea.
Still just a better Action/Silver, which is generally frowned upon.

59
Variants and Fan Cards / Re: Dominion:Enlightenment
« on: January 20, 2013, 12:56:58 am »
Thanks for all of the feedback! I've changed a couple things so they are not broken. Still not sure about the wording on Cafe, though.

@One Armed Man
Barricade is indeed effective at stopping attacks, but it is not exactly a great engine piece on a board with villages. Also, once the barricades run out, you will probably be forced to gain junk.

I noticed that later. I am warming to the card, especially when it may force you to gain a midgame estate to protect you.

60
Variants and Fan Cards / Re: Werewolf
« on: January 18, 2013, 02:22:33 pm »
Old Werewolf thread is here: http://forum.dominionstrategy.com/index.php?topic=3858.msg83874#msg83874

Here is the text I said a Werewolf could have:

$(4/5) Action- Attack
+2 X
Each other player can discard a Silver or 3 cards. If a player does, they draw a card. Otherwise, they gain a Curse.

I would rather not force a political game of "You have to trash his Werewolf, I did it last time!"

61
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 18, 2013, 12:58:44 pm »
That requires IGG, Trader, Partition, Watchtower, Squire, and a 6 cost Attack.

62
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 17, 2013, 10:37:17 pm »
Yay! Trash a platinum, gain 3 provinces! Trash a peddler, gain 3 Kings Courts! Trash a Hunting Grounds for 4 Duchies! Trash a Familar for 3 Scrying Pools! Trash a Fiefdom for 6 Silvers (a weak trader)! This gets pretty ridiculous, likely too easily.

63
Variants and Fan Cards / Re: Joke Cards
« on: January 17, 2013, 10:32:24 pm »
Could this be moved to the bad card ideas thread?

64
Variants and Fan Cards / Re: Dominion:Enlightenment
« on: January 17, 2013, 04:39:21 pm »
Headmistress
Cost:5
Action
Choose 3 (Choices must be different): +1 card, +1 action, +1 buy, +$1, trash a card, gain a silver.
If you have 2 or more copies of Headmistress in play, discard a card.
This card attempts to fight its own analysis paralysis by punishing you for buying more than one. There are 20 combinations. Also, it should be "trash a card from your hand".
Quote
Academy
 Cost:3
Action-Reaction
+$2

When you play an action card, you may discard Academy from your hand. If you do, +2 cards.
I think this is too strong. If you have any other non-terminal actions in your hand, it is a Lab for $3. If you have a terminal action in your hand, this tacks +1 card on that card. By itself or as the last action you play, it is a reliable terminal silver. The only weakening factor is that you cannot rely on this card by itself in an engine (I don't know if this beats BM).
Quote
Barricade
 Cost:2
Action- Duration
+1 buy
+$1
At the start of you next turn: +1 card.

While this is in play, when an opponent plays an attack card, you may gain a card costing $2 or less. If you do, you are not affected by the attack.
I think this works, rules wise, but in any game with villages, this is too effective at punishing most attacks. Lighthouse only stops the attack, and Beggar doesn't stop the attack when it gains the Silver. This card seems fine for 2P, but is likely crazy in 4P, but it stops people from buying attacks at all.
Quote
Revolutionary
 Cost:5
Action- Attack
Choose one: Each other player discards down to 3 cards in hand; or each other player gains a curse.
Each other player may trash a treasure card from their hand.
If this is the first time you've played a Revolutionary this turn, +$2.
I don't agree with GendoIkari. In many cursing games, coppers are too good to trash from hand. The curse option on this is probably a top-tier $5 by itself, so I think this would be better than Mountebank overall.
Quote
Tavern
 Cost:4
Action
 Choose one: +2 cards, put a patron token onto your tavern mat; or gain an action card costing up to $3 per patron token on your tavern mat, then remove all tokens from your tavern mat.
You +2 cards twice, then remove the tokens and gain a Goons? Seems like a trap card, but I don't see anything wrong here.
Quote
Books (support card)
Cost:0
Action
+1 action
Reveal the top 3 cards of your deck. Trash one, then put the rest into your hand.
(this is not in the supply)
Librarian
 Cost:5
Action
 Choose one: Gain a Books from the Books pile; or Reveal cards from you deck until you reveal a Books. Put it into your hand and discard the other revealed cards.
You may play a Books.

You must have an action card in play to buy this card.
When you gain this, trash an action you have in play.
This is difficult for me to predict. I assume that $4 might be good enough considering the action trash requirement.
Quote
Scholar
 Cost:3
Action- Reaction
Look at the top 4 cards of your deck. Put one into your hand, then put the rest back in any order.

When another player gains an action card, you may discard this from your hand. If you do, gain a Books from the Books pile.
To get the perfect outcome from this, you likely need a village. The "another player gains an action" effect encourages people to play BM.
Quote
Private Funds
 Cost:5
Treasure
 When you play this it is worth $1 for every action card you have in play. If this is worth $5 or more, trash this card.
A card that could be worth $0 in an unlucky hand. As a Horn of Plenty variant, this seems to be okay. Does this effect count a King's Courted-action twice or three times? I never had to worry about that from a Conspirator.
Quote
Cafe
 Cost:4
Action- Victory
 You may play an action card from your hand.
+1 card

At the end of the game, you may trash a Cafe from your deck. If you do, this card is worth 5 VP.
I think the "you may play" bit is fine, though if the action is complicated, many players will forget to draw the card afterwords.
Quote
Poet
 Cost:5
Action
+2 cards
+1 action
+$1
Put this card in your Poet mat.

You may buy cards on your Poet mat for $1 during your buy phase.
I don't know how often this would be worthwhile without +buy. Maybe in an Attack heavy Sea Hag game?
Quote
Philosopher
Cost:6
Action
 Choose one: Trash up to 4 cards from your hand. Gain a card costing up to $2 more than the number of cards you trashed; or Trash Philosopher. If you do, gain a card costing up to $6.
Seems swingy, but no more than Forge already is.
Quote
Rebel Village
 Cost:4
Action- Attack- Looter
+2 actions
Each other player with 5 or cards in hand trashes a copper from their hand or reveal a a hand  without copper and gains a ruins.

When you gain this, gain 2 copper.
I don't like how much of a drag it would be to be on the receiving end of this is mass-multiplayer. The +actions as benefit weakens it early game, but it lets you play many ruins later...
Quote
Town Commons
Cost:3
Action
+2 actions
+1 buy

When you gain or trash this card, gain an action card costing up to $4 that is not a Town Commons.
Maybe "When you gain or trash this card, gain an action card costing up to $4 that you haven't gained this turn" since it wouldn't be able to instantly deplete a pile of a card with a similar effect that may get printed in Guilds. This is a good (if weak) effect that sometimes beefs up 4/3 openings into 4/4. I could see this and Necropolis encouraging double-terminal 4 openings.

65
Variants and Fan Cards / Re: Iron Maiden (an Iron family attack)
« on: January 17, 2013, 08:52:39 am »
Interesting that revealed curses have no effect. I like cards that don't overly punish those whose curses are on top of their deck.
The most similar card to this is Jester. When they reveal a Copper, they gain one, and if they reveal a Victory card, they gain a curse. There probably could be something to punish dual-types that is better than Tribute.
I swore there was a variant thread about a card called Iron Maiden, but I cannot find it.

66
Variants and Fan Cards / Re: Clasic_Cards #47 - Dividends
« on: January 14, 2013, 10:27:25 am »
I play hamlet, tournament, had a wharf in play. I now play 3 coppers, a silver, a gold, and a Dividends. I now have $16, $7 of which from my Dividends.
If that was a Bank instead of a dividends, the value goes down by $1.
If it was a Horn of Plenty instead of a Dividends, it would gain me a card costing $7.
The potential to gain very high amounts are certainly there with Dividends, but it doesn't seem too much stronger than (or different than for that matter) existing treasures. Potion cost cards, Colony games, Peddler, Durations, and Shelters ($1 Necropolis) add to the potential craziness. It seems good to me.

67
Variants and Fan Cards / Re: Variant: One last turn....
« on: January 14, 2013, 10:18:35 am »
The Ticket to Ride games I have played let the game-ender take another turn, as well. I wouldn't want that for Dominion.

68
Variants and Fan Cards / Re: Rebuild
« on: January 10, 2013, 11:30:26 pm »
this is similar in a way to Tribute so it might have already been done before.


Rebuild, $4 ($3?), Action

Trash a card from your hand. If it is an:

Action card: +2 Cards
Treasure card: +2 Actions
Victory card: +$2

or an alternate mix if any better:

Rebuild, $4 ($3?), Action

Trash a card from your hand. If it is an:

Action card: +$2
Treasure card: +2 Cards
Victory card: +2 Actions

Action cards are usually quite good (Ruins aside), so trashing them warrants a big bonus (Death Cart gives +$5, but this card is obviously more versatile and has no on-gain Ruins). Salvager already gives $2 for trashing Estates. Coppers being trashed for action only makes sense in a 5 card hand of (I'll call this card Renovate), Copper, Action, Action, Something. Since not every game has draw, the extra +Action isn't needed that often. At that point it is one of the weaker uses of Apprentice. Caring about the type of trashed card is Transmute's shtick.

69
Variants and Fan Cards / Re: Puppet state (Victory)
« on: January 09, 2013, 01:01:36 pm »
I think this has gone too extreme in the other direction now. For this to be better than a Duchy you need 20 $0 cards. That's very plausible, but to actually beat a Province player you're going to have some issues. I think this would be balanced as a $5, but if you want to keep the cost, probably down to 1 VP per 4, maybe 1 VP per 3 (that might be a little too good) or 2 VPs per 7?

Part of me likes the 2VP for 7 0-costs, since you start with 7 0-costs and the card currently costs $7.

70
Variants and Fan Cards / Re: Greed (Action) - Updated with a new idea
« on: January 08, 2013, 11:12:07 pm »
Could you update the original post with your older card for the record?

It seems interesting as a Rats-esque card. If you cannot get rid of them, they only seem worth getting with Trash-for-benefit (including upgrade effects), extremely thin decks, and sifting like Warehouse. That seems like a reasonable assortment of cards. I don't see anything about it stopping it from costing $3.

71
Variants and Fan Cards / Re: Idea! with Curse pile
« on: January 06, 2013, 09:59:02 pm »
If you had to make a card like this, then you might want to make it "paired" with a curser so they appear together, or use Ruins instead.

$X Something
Action

+1 Card
+1 Action

You may gain a Ruins to your hand.
If the Ruins pile is empty, [something ridiculous].

I'll give it a shot:
Investor: $3 Action
+1 Card
+1 Action
You may gain a Ruins to your hand.
If the Ruins pile is empty, +1 Card, +$1. Then, each other player passes a card from their hand to you and you pass 1 card each from your hand to each other player at once.

That version has more politics than Masq, to be honest.

72
Here's my understanding:
Ambassador: You reveal a card, and that player gains a copy of that card.
Pirate Ship: You choose either nothing or attack his treasures.
Minion: You choose nothing or you and he discard and draw 4.

I think this card is too strong. I mean +$3 is pretty darn good. You can get +$3 on Count or Mandarin, but they have penalties to go along with it. This card has a strong attack to go along with it.

The other players get to draw the revealed card. I think that makes up for the +$3 for 5, probably not the cursing, though. Still, the potential confusion of card effects might be reason enough not to print the card.

73
Titan
Action-Attack
$6
Reveal the top three cards of your deck. Choose 1.
Trash all of them, draw up to two of them, or discard all of them and each other player discards two cards and gains a curse and a copper in their hand.
This wording is bad; it needs a colon after the "1" or it sounds like you choose a revealed card. When you draw up to two of them, you have to say whether the others go back on top in any order or if they are discarded. The attack probably could be to discard down to 3 cards, though I understand the problem doesn't really start to occur if you play multiple of these. When the curses or coppers run out, the attack stays viable. Then, multiple of these completely wreck a hand.

74
Variants and Fan Cards / Re: Greed (Treasure)
« on: January 04, 2013, 08:40:45 am »
My Foyer card has +2 cards, +2 actions, -$1 in a way. Discarding treasure cards (especially if you have to discard anyway if you don't have any) is similar to -$.

Foyer
$4 Action
+2 Cards
+2 Actions
+$1
Discard 3 cards or 1 silver.

75
Variants and Fan Cards / Re: Early game trashers
« on: January 03, 2013, 11:43:50 pm »
When this reveals your $5 or a silver, you are put in an awkward spot. I don't understand why you can discard the top card of your deck last. If you move the discard before the reveal from your hand, like Scrying Pool, you can choose to get rid of the $5 to help your trashing.

The discard is so that you can past over your non-trashed card. If its your first Silver or a $5, you most likely won't trash nor discard it. Is mostly to have some consolation if you reveal a bad card but have no copy to reveal in order to trash it (likely, your first Curse, but also possibly an Estate if you are unlucky).
If the discard option was first, then you can discard your only curse to get a chance at the next card. Nonetheless, I don't think that it is the best fix for the card. The card is quite swingy and the text there helps only in rare situations, such as the last Estate in the deck when you have X+5 cards or more left in your deck, where X is the number of cards drawn during your next hand. A cantrip with an optional trash is worth more than $2, and likely a little more than $4, since it is about what Rats does (Yes, Rats is bad). To brainstorm:

Demolition 2      $2
Action
+2 Cards
Reveal a card from your hand. Trash up to 2 copies of it from your hand.
Place 1 or 2 cards from your hand on top of your deck.

The top-decking might not work. When I put top-decking on the card, I realized that letting it keep +1 Action didn't make sense. Another version that keeps the +1 Action (This one is a trashing Warehouse):

Demolition 3      $2
Action
+2 Cards
+1 Action
Reveal a card from your hand. Trash up to 2 copies of it from your hand.
Discard 2 cards.

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