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Messages - PenPen

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76
Dominion General Discussion / Re: Intrigue decks
« on: August 17, 2012, 02:47:49 pm »
I asked this question as well when I got Intrigue (but unlike you I only have Intrigue atm, and my base set is still elsewhere). You can take a look at the discussions here:

http://forum.dominionstrategy.com/index.php?topic=3706.0

77
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 17, 2012, 02:43:47 pm »
Cards like Thief scale differently though. In a 2 player game, it is kind of meh, but if you're playing in 3-4 players (or heaven forbid, you get 5+ players), Thief performs much better.

78
Variants and Fan Cards / Re: Cursed Village
« on: August 17, 2012, 11:32:38 am »
Thinking of using ruins with this Village I was thinking of something along the lines of this:

Quote
Rebuilding Village
$4? - Action

+1 Card
+2 Action

Discard any number of Ruins cards. The abilities of the discarded Ruins cards are part of this card.

Maybe that would be a little too powerful when stacked with a vanilla Village. Or just have the last line by itself as a card?

Quote
(Alt) Rebuilding Village
$3 - Action

Discard any number of Ruins cards. The abilities of the discarded Ruins cards are part of this card.

79
Congrats to our triple winners here!

I thought my card (Red Stone/Teshekpuk) would get like 1 vote (that's from me submitting my vote) given the comments the card got. The original idea was from FullMetal Alchemist where the red stone/philosopher's stone would break the alchemy law of equivalent exchange (and the red stone would break afterwards).

There were a few ideas that I had with this (I was thinking something outrageous like trashing your hand and gain as many cards as your previous hand size, with the same total cost first) but settled for a tradeoff on one card. The cost and the requirements became much more stringent when I was getting into the balancing stage, and it turns out to be a card that's kind of a dud.

Still thanks to the guys voting for me!

80
Variants and Fan Cards / Re: Cursed Village
« on: August 17, 2012, 10:32:37 am »
I was lurking at the forums during the Village contest and I joined the forums a little too late - and it's past now!

Anyway I had this idea running in my head, where you can utilize curse cards to help your village:

Cursed Village
$2
Action

+1 Card
+2 Action

Discard any number of Curse cards. +$1 per Curse card discarded.
----
When you gain this, gain a Curse card.

Ideas/Feedback would be appreciated.

Dark Ages has a card that gives you Ruins. Those don't run out as often and they are less painful on your deck if you cannot do anything about them (the card itself helps).

Yeah, but this was posted prior to DA. A Village that interacts with Ruins would be pretty fun though.

81
Goko Dominion Online / Re: Do we know when exactly it's going up?
« on: August 17, 2012, 10:15:34 am »
The game...thing loads really slowly for me and then pops up a few connections lost.

Now I can get into the game! But then I can't start any games. It lags like hell when I click on anything.

I think I'll wait for a few days and try again.

82
Goko Dominion Online / Re: Do we know when exactly it's going up?
« on: August 17, 2012, 09:32:35 am »
I'm patiently waiting for the thing to load...waiting...waiting...argh.

83
I'm thankful that I didn't get last place here! I dunno about the other one though...

Anyway congrats to Nicrosil!

84
Variants and Fan Cards / Re: Really bad card ideas
« on: August 15, 2012, 11:41:49 am »
I love bad ideas! Here be mine.

Parallel Dimension
$5 - Action
Start another game of Dominion using another set of kingdom cards.
If you win: +3 Cards, +1 Action
If you lose: +$1

While this card is in play, you may buy yourself another set of Dominion and/or its expansions if needed.
-----
Maybe if someone could TR or KC this, it'd be awesome.

85
Would Market and Great Hall be considered as examples?
No, because those cards don't increase your hand size (except with KC or golem....).

Ah okay...the objective did say that it may be used to increase your hand size so I'd just want to make sure. I suppose that you can probably do something like Market but with a chance or criteria that enables you to draw additional cards, according to the objective.

86
Would Market and Great Hall be considered as examples?

87
Man, this is definitely NOT your daddy's Dominion!

Huge amount of new elements to add into the game. This expansion is much more advanced than the other ones, I'd wish to know about the other cards sooner.

88
Mini-Set Design Contest / Re: So Stressful!
« on: August 10, 2012, 12:35:45 pm »
I'm mostly in for the fun, but obviously I hope I don't get last place! I better at least vote so I can get a point in my cards.

89
Variants and Fan Cards / Re: Cursed Village
« on: August 09, 2012, 12:29:14 pm »
Ah, I knew people would catch on to that and deploy some of them SCVs in here! :D

90
Variants and Fan Cards / Re: Cursed Village
« on: August 08, 2012, 01:56:36 pm »
Stronger Cursed Village
$2
Action

+1 Card
+2 Action

Reveal any number of Curse cards from your hand. +$1 per Curse card revealed.
----
When you gain this, gain a Curse card.

You know, that actually crossed my mind, but if there's like two of these SCVs on hand, or one more SCV got drawn somehow, the +$ effect gets too swingy. Like buying a Province with a few Coppers and some curses thru SCVs, and that didn't sit well with me.

The original idea with Cursed Village was to +1 Action or +1 Card (I mean 2 separate versions of CV) on each curse card discarded, but that felt more like in the realm of $3 to me. So I made it a +$ instead.

91
Variants and Fan Cards / Cursed Village
« on: August 08, 2012, 10:52:15 am »
I was lurking at the forums during the Village contest and I joined the forums a little too late - and it's past now!

Anyway I had this idea running in my head, where you can utilize curse cards to help your village:

Cursed Village
$2
Action

+1 Card
+2 Action

Discard any number of Curse cards. +$1 per Curse card discarded.
----
When you gain this, gain a Curse card.

Ideas/Feedback would be appreciated.

92
Mini-Set Design Contest / Re: The Contest Set Card List
« on: August 07, 2012, 10:48:43 am »
Not sure if I should post it here but it seems like the current contest threads are mixed along with threads of previous submissions and submission reviews, perhaps the contest threads that are running should be stickied?

93
Dominion General Discussion / Re: Easing Casual Players into Intrigue
« on: August 02, 2012, 08:36:39 am »
Thanks everyone.

I think I might go with what philosophyguy said there and try out the recommended kingdom sets. I played Victory Dance on Androminion and it seemed pretty straightforward, even though personally I suck at counting monies with Bridge.

I was originally thinking in my original set, Masquerade would be a soft counter for Swindler if people did the Copper to Curse thing. Anyway, I'll try it out with them and feedback later.

And hopefully get my base set (or if someone agrees in getting an extra base set, hoho!) back so we have more choices to play from.

94
Dominion General Discussion / Easing Casual Players into Intrigue
« on: July 31, 2012, 01:21:59 pm »
So I recently bought Intrigue and put it at my friend's place (the base set had a quite positive reaction to my mostly-casual friends). I took my own copy of the base cards from his home back to mine so I can try it out with my parents and see how they responded (result: pretty good) with the base set (on the recommended first game setup).

Anyway back to my question. I played Intrigue with my friend, and we played a few games. Some cards that require choices came up, like Pawn, Steward, Minion etc. Some more complex cards also appeared, like Bridge. My friend and I played it pretty well, that's because I like to play games, and he can understand the wordy cards well and can formulate a strategy around it (like...getting lots of Saboteurs on his first game and did little to ruin my Duchy-Duke deck on his first try).

After a few games he asked me how we should introduce these cards to our more casual friends who liked the base game, mostly because they don't prefer to use their brains too much. Since the base set is prolly not going to be with Intrigue for a bit, I'm thinking of making a starting kingdom set with Intrigue only cards.

My initial thought is to leave out the choice cards, but maybe put one that doesn't require too much thinking time (Nobles maybe). I suppose I would also throw in an attack card or two from the set, and Secret Chamber too (only because it's the only Reaction card in here). Add Mining Village because it's...vanilla Village plus. I think Coppersmith and Masquerade would be fun cards to be around. Courtyard too. Maybe a slightly more complex card, like Ironworks or Tribute. Or an alternate Victory with Duke for additional variance.

I'd want to avoid Torturer at least until they're more familiar with the game (or put it very far behind).

So maybe this one below:
$2: Courtyard, Secret Chamber
$3: Masquerade, Swindler
$4: Coppersmith, Mining Village, Ironworks
$5: Duke, Tribute
$6: Nobles

Thoughts (or an alt setup)? I think this would work well except for the fact that the whole deck doesn't have additional buys to show the benefit of buying multiple things in a turn. Maybe I should sub Ironworks or Tribute with Baron, but Baron needs to work with Estates...

95
Other Games / Re: What other games are as good as Dominion?
« on: July 31, 2012, 12:36:16 pm »
Been playing Dominion mostly lately (obviously). I also dabbled in some other board games too, I played Ticket to Ride a few times - it's quite easy to teach, yet it makes a fun competitive game. I also got the PC version off the Steam summer sale earlier for no reason. I'd say Ticket to Ride would be a very close competition to Dominion - easy to learn, hard to master, great fun.

I played Pandemic as well (for like half a dozen times) and it seemed like I'm the only one who was really interested in playing it (it was mostly played before I got to Dominion). As someone said above, for these co-op games it's very easy to have a dominant person take over the game and tell others to do blablabla, possibly ruining the experience. Pandemic also has the expansion (I forgot the name) that's pretty much a must-get if you want more roles to play with (I think it supports more people? I forgot) along with some alternate game modes.

I haven't played it with anyone yet, but I have a copy of Flash Point: Fire Rescue sitting along with my other games. I did a test run myself (since in my group I'm the guy explaining everything) and as a co-op game, I think it is as good as Pandemic, but the gameplay may be a little more complex with the fire spreading and wall destroying in comparison to Pandemic.

Power Grid is great but it also requires some calculations. It's not easy to get your head around the game initially (since the game runs in 3 phases instead of just one), but once you got the idea (that it's not just buying resources for yourself and make money off it), it's great. It works with pretty much as many players as it can allow. I wish I could play more.

I actually got around to play a more obscure game called Vinhos where you run a vineyard in Portugal and make wines. The board looks crazy, but it's actually not that intimidating, it just needs to be explained. I played this once with my friends and they think it's fun (even though we got like 2-3 minor things wrong). It's also a strategy game that requires some pre-planning. It's good, but getting non-board gamers to play after seeing the board is part of the challenge (or an initiation).

Me and my friends got to try 7 Wonders and it didn't click. They were like "Oh, you just pass cards around?" "Wait, what does this do again?" and lost interest in it quickly (the game was actually abandoned). Different strokes for different folks I suppose. They were much more receptive to Dominion, where they get more satisfaction immediately ("oooo I can use money to get more money!").

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