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Messages - jamespotter

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51
I like a lot of these ideas, but I have a few reservations.

Dragon's Hoard
Action
$5
+1 Action
If this is your only action card in play this turn, +$3, +1 Buy, otherwise +$1
I think this card is balanced, but I am not much of a fan, because it encourages you to play a BM+ 1 or 2 Dragon's Hoard strategy, which is boring.

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Griffin
Treasure
$5
Worth $0
Reveal your hand. Worth +$1 for every victory card in your hand.
--
Once per turn, while this card is in play, if you buy a victory card, +1 buy, +$1
--
When you discard this from play, if you bought at least 2 victory cards this turn, you may put this on top of your deck
Ideas like this have been proposed before, and usually the consensus is that they are too weak, essentially turning your victory cards into copper...I actually think that this is a bit too strong, and confusing.  I could be wrong though...and I am totally willing to be proved wrong, because I really want to like this card.

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Centaur
Action
$4
+$2
Each other player gains a copy of the top card of the Centaur pile. Then put the top card of the Centaur pile on the bottom.
--
Set-up: Shuffle together the Curse, Copper, and Estate randomizer cards and put them faceup on the board. This is the Centaur Pile
This is an annoying card that is probably balanced. The wording needs a fix ("in the supply", not "on the board"), but my real problem with it is that IMO it is very boring, and somewhat tedious, as you have to remember to rotate the pile, and I guarantee I'd forget all the time.

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House Elf
Action
$2
+1 action
Look at the top card of your deck. You may either put it into your hand, or discard it and put House Elf back into your hand.
So if I understand the card right, this essentially allows you to draw until you get a card that you like. Besides the problem of being able to create an endless loop, it would need to cost at least $6 or $7, as Sage is the most comparable card at $3, and it is much, much weaker. I don't know if this card is fixable.

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Titan
Action-Attack
$5
Reveal the top 4 cards of your deck. Trash any number of them. Draw up to 2 of the remaining cards and discard the rest. If you did not draw any cards, each other player gains a curse.
This is cool, but again, a tad OP. Maybe if it cost $6 with a bit of a nerd. All I know is no one should ever be able to open with this. I LOVE this card, though.

As a read back through my comments, I realized they're mostly negative, but I think that these are some really neat ideas. :D

52
Watchtower trashes the card, so it would simply put the Cave-In on top of your deck...not a desirable effect at all.

53
Variants and Fan Cards / Re: A couple of cards...
« on: December 15, 2012, 11:39:10 am »
Some random cards I thought up while procrastinating...

Innkeeper
[Action]
Cost: $5
+1 Action
You may reveal and discard an action card from your hand. If you do, +2 cards and gain a silver into your hand. Otherwise, trash a card from you hand.
This doesn't need the "reveal and". The trash clause seems unrelated to the rest.
"Reveal and..." is fixed, I have the trash clause so this isn't completely useless when you only have it in your hand, but I would take other suggestions as to what that effect should be.
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Lucky Coin
[Treasure]
Cost: $2
Worth $1

When you gain this, choose a card you have in play. Either trash it or put it on top of your deck.

When you trash this, +$3.
The problem with "when you trash" +$ is that it doesn't trigger (or at least triggers as a detriment) when trashed with Rogue, Knights, Sabotuer, or Swindler. This is also much better than Loan.
Okay, I got rid of the "+$3" in favor of "gain a silver into your hand". Why do you think it is better than Loan? The effect only triggers once, when you buy it, and it won't even search your deck for a treasure to trash.
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Artist
[Action]
Cost:$6*
+3 Cards
+$2
Trash a card from your hand. Discard a card. Put a card from your hand back on top of your deck. Put an art token on your artist mat.

This card costs one less for each art token on your artist mat. When you gain this, remove 6 art tokens from your artist mat.
I would need to see artist at work. In a hand with 7 cards in it, there is nearly always one card you can't play (especially with no remaining actions), one thing to trash, and one victory/curse to discard without problem. Compare to Courtyard +$2. This card is likely worth $6 at all points, so not worth its gimmick. The gimmick might work elsewhere, though.
The problem with the gimmick is that it cannot be on a card that you REALLY REALLY REALLY want to have extra copies of, otherwise it makes buying that card into an easy decision. The card also cannot have self-synergy, because having a copy of it already makes it easier to buy more.
Artist is a card that you probably don't want a ton of copies of, unless you've carefully built your engine around it. It is very powerful early game, but as you start to green it becomes very weak...forcing you to trash a card, not increasing your hand size, and not really giving you a lot of money or +buys. With that said, I could see moving the amount of cards drawn down to +2 cards. Do you think that's more balanced?

54
Variants and Fan Cards / A couple of cards...
« on: December 15, 2012, 09:18:18 am »
Some random cards I thought up while procrastinating...

Innkeeper
[Action]
Cost: $5
+1 Action
You may discard an action card from your hand. If you do, +2 cards and gain a silver into your hand. Otherwise, trash a card from you hand.

Lucky Coin
[Treasure]
Cost: $2
Worth $1

When you gain this, choose a card you have in play. Either trash it or put it on top of your deck.

When you trash this, gain a silver into your hand.

Artist
[Action]
Cost:$6*
+3 Cards
+$2
Trash a card from your hand. Discard a card. Put a card from your hand back on top of your deck. Put an art token on your artist mat.

This card costs one less for each art token on your artist mat. When you gain this, remove 6 art tokens from your artist mat.


Let me know what you think!  :D

55
Variants and Fan Cards / Re: Exchange: a one-shot trash-for-benefit
« on: December 03, 2012, 10:29:51 pm »
I also just realized that my version of the card that trashes two cards and gains cards costing $2 more into hand could potentially allow you to activate Treasure Maps on turn 3. I'll have to think about whether that's a dealbreaker.
The Quick Fix: add a "differently named card" clause to avoid a few OP combos.

56
Variants and Fan Cards / Re: Redistrict: a one-shot mass Remodel
« on: November 30, 2012, 06:22:19 pm »
I think you have successfully fixed several of the major card issues...it is not too powerful as an opener, it is much less swingy, and it will almost never be useless (as you've said). My one nitpicky complaint is that now you could be forced to trash nearly all of your hand when you play it, so I would like to see a "You may do one or more of the following" or something. This is very minor, but I feel it takes this from a weak $5 to a balanced and useful $5.

57
Variants and Fan Cards / Re: Redistrict: a one-shot mass Remodel
« on: November 29, 2012, 06:59:56 pm »
I like this card, but I feel that it might be a bit too swingy...as with all one-shots I suppose...
My problem with it is in most hands excepting openings, you'll probably only trash 2 or 3 cards, which makes it not all that much better than Remake, especially with the "haven't gained this turn" clause. I just don't think I'm willing to pay $5 for such a swingy and potentially useless card.

58
Variants and Fan Cards / Re: A couple of "choosing" ideas...
« on: November 29, 2012, 06:56:46 pm »
My thought on Administrator is that it can be +1 card, +1 coin, +1 action at its most powerful, which is a between $4 and $5 action by itself, so there has to be some nerd because it offers so many choices. Otherwise, excepting perhaps a super good engine on the board, you could have a pretty amazing strategy of "buy Administrator and silver" that would win a ton.

59
Variants and Fan Cards / A couple of "choosing" ideas...
« on: November 28, 2012, 10:06:08 pm »
I wanted a card that said "choose 3" so here's my idea:

Administrator
Action
$5
Choose 3 (all choices must be different): +1 card, +1 action, +1 buy, +$1, trash a card, gain a silver.
Discard a card.

And here's an attack that allows you to choose the attack:

Desperado
Action-Attack
$5
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 Desperado this turn, +$2.

Let me know what you think!

60
Variants and Fan Cards / Re: Charms
« on: November 25, 2012, 08:27:08 pm »
Okay, it seems the consensus is that these are a bit weak. I want to keep the main concept intact, so here are my suggested fixes:

Illumination Charm
Action-Charm
$3
Trash up to 3 cards from your hand. Gain a Charm.

I think this one is well balanced, so I'm leaving it as is. Note that it really only reduces your deck size by 2 because you gain a charm.

Growth Charm
Action-Charm
$3
+3 cards
Reveal your hand. If there are any action cards in it, discard 2 cards.
Gain a Charm.

This may be too powerful, but I think it is unique, and because you have to gain a charm each time, you can't just play this as a cheaper smithy.

Life Charm
Action-Charm
$3
+2 actions
Look at the top card of your deck. You may discard it or put it back.
Gain a Charm.

This obviously interacts with tons of other cards, so I think it's a bit stronger.

Let me know what you think of these revisions.

61
Variants and Fan Cards / Re: Charms
« on: November 25, 2012, 09:42:30 am »
What if we simply add a weak bonus to each charm, like "look at the top card of your deck, you may keep it there or discard it" I want to keep all of the Charms gaining charms because that's kind of the point.

62
Variants and Fan Cards / Re: Charms
« on: November 24, 2012, 05:11:27 pm »
This is the kind of idea that I would have dismissed immediately before Dark Ages came out. Now that I've seen what kinds of wacky things are canon, though, this seems like an awesome idea!

I'd consider making Life Charm +2 Actions/+1 Coin. Regardless, this is the kind of idea that has to be playtested to figure out how it would work out.
My thoughts exactly!  ;D  Coincidentally, the 3 effects I started with were: [+2 actions, +$1] [Trash up to 3 cards] and
[+2 cards, +$1]. The problem with this is that it means you can build a Charm engine that is absurdly good, just by buying one or two Charms. I then endeavored to make all of the effects weaker than a 2 cost card, and this is what materialized.

63
Variants and Fan Cards / Charms
« on: November 24, 2012, 02:48:01 pm »
This is a new card idea I was toying with...

Rules note: When you elect to play with Charms you put in all 3 piles of six cards each. This counts as one kingdom card pile. If all 3 of the Charm piles are gone during the game, it counts as one pile gone.

Illumination Charm
Action-Charm
$3
Trash up to 3 cards from your hand. Gain a Charm.

Growth Charm
Action-Charm
$3
+2 cards
Gain a Charm.

Life Charm
Action-Charm
$3
+2 actions
Gain a Charm.


Charms are a bit zany, but I feel that there are some playable strategies with them. They are perhaps even OP? Any ideas are welcome.

64
Variants and Fan Cards / Re: Mob + Cult
« on: November 24, 2012, 02:30:29 pm »
Mob seems interesting, but IMO it would lead to the game strategy go BM+(as many mobs as possible), which would probably win a lot of the time, especially with some +buy support, so maybe it's OP?

Cult seems unfixable and broken, but it is cool and I wish I could figure out how to fix it...

65
Puzzles and Challenges / Re: 7 Card Hand Conundrum
« on: November 18, 2012, 08:18:40 am »
Okay, here's some clarifications:
One action, you can have up to 7 action cards in hand. The trash, your native village mat, and your pirate ship mat are empty. University and all other potion cost cards are legal. You are playing solitaire. (That said, I am very impressed with a couple of these solutions particularly heron's which is legal as far as I can see.)

66
Puzzles and Challenges / 7 Card Hand Conundrum
« on: November 17, 2012, 06:28:40 pm »
You have just played a village, then a smithy, and now have one action, 7 cards in hand, and no cards in your deck. None of the cards in your hand costs more than $6.

You may have any set of 10 kingdom cards you like. What is the most money (virtual+treasure) you can make this turn?

My best is $41.

67
Variants and Fan Cards / Re: Idea for fan expansion - Dominion: War
« on: November 06, 2012, 06:30:58 pm »
I like the idea, but I think that Conquests lend themselves to rushing that pile. Because they are fairly weak once in your deck, I would just leave that end condition out.
 The reason Supply train is bad is that at its very best it is a Village. It is a cantrip that allows you to play a copy of itself without using an action, or "+2 actions if one of them is a supply train". I would never buy it.
 As has been pointed out, Advisor is OP, so you should maybe put a buy condition on it or something. I like the card a lot, though.
  General is a cool idea, but it is also way OP. I would cut out the army card part entirely and maybe add a clause like "If you have 4 or more action cards in play at the end of your turn, trash this card."
  IMO, Secret Agent is too swingy. Its power varies drastically based on who is sitting to your left. Also, that person gets incredible deck cycling. It maybe could be improved by affecting all players and then choosing or something. I don't know.

I really do like the idea behind this set, I just think it needs some refinement. Awesome job!

68
Dominion Articles / Re: Request: Countering Ill-Gotten Gains?
« on: October 17, 2012, 05:27:03 pm »
Thanks for the advice! I guess what I was looking for was a less random way of winning those IGG games. I'll have to try the Gold+trashing and $5+trashing against it.

69
Variants and Fan Cards / Re: Dominion: Legions
« on: October 17, 2012, 05:09:41 pm »
Ok, I hadn't been thinking of it in those terms. What if I changed it to:

Fortifications
Cost:3
[Action-Reaction]
+1 card
+$2
Discard 2 cards.
--
When another player plays an attack card, you may reveal and set this card aside. At the start of your next turn, +$1 and return this card to your hand.


Does this seem more balanced?


70
Dominion Articles / Request: Countering Ill-Gotten Gains?
« on: October 17, 2012, 05:02:44 pm »
I have played many games with Ill-Gotten Gains, and every time, I feel it comes down to who gets the lucky 6-4 split on it. I understand that it depends on the set-up, but are there any strategies that tend to have a good chance of defeating it?

71
Variants and Fan Cards / Re: Dominion: Legions
« on: October 16, 2012, 06:28:35 pm »
I understand what you mean, WheresMyElephant, but your opponent does have to play an attack card for the bottom to activate at all, and it really is not that good of a top...a terminal silver with one card cycling. And, when the bottom activates, you are still hit by the attack...

72
Variants and Fan Cards / Re: Dominion: Conquest
« on: October 13, 2012, 11:18:11 pm »
Thanks for letting me know...
 :-[

Ummm... Dominion: Legions?

(Thanks, Dictionary.com)

73
Variants and Fan Cards / Re: Dominion: Conquest
« on: October 13, 2012, 10:10:37 pm »
Thanks for the advice, I fixed most of those pesky wording changes  :P

I mistyped the wound token rules, I was looking at an older version in my files Here is the correct version:
New Rules:
Wound Tokens
During your clean-up phase, if you have one wound token on your Wound mat, remove one and only draw to 4 cards. If you have 2 or more wound tokens on your Wound mat, remove 2 and only draw to 3 cards.

These are much less stackable.

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Fortifications
Cost:2
[Action-Reaction]
+1 card
+$2
Discard a card.
--
When another player plays an attack card, you may reveal and set this card aside. At the start of your next turn, +$1 and return this card to your hand.


Seems over-strong for $2; this might need to be a $3 or $4 card.
I thought so too at first, but think of it this way: By itself, the top is a very weak $2 card...very comparable to Duchess. When this card reacts to an attack, it becomes  +1 card, +1 action, +$1 where you draw a copy of Fortifications. Since Fortifications is a weak card, this circumstantial reaction is not overly powerful.

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Supply Wagon
Cost:3
[Action]
+1 card
+1 action
Choose one: Gain 2 copper into your hand. OR Gain a silver. OR Gain an action card, then gain a number of copper equal to half its cost. (rounded up)


Can I gain an Apothecary and a Copper? I can't figure out the answer.

Fixed this to half of cost in coins plus 2 copper if it has a potion in its cost.

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Drunkard
Cost:3
[Action-Attack]
The player to your left reveals, then discards, the top card of his deck.
If it is a...
...Action, draw up to 6 cards in hand
...Treasure, +$2
...Victory, Each other player gains a curse, putting it on top of their deck.


This is no go, I'm afraid—it makes the left-hand player's Moat, Lighthouse, Secret Chamber, and Beggar worth way more than anyone else's.

I didn't catch that...I changed it so the discarded card is yours...this isn't quite what I was going for, but I couldn't come up with an easier fix...

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Gilt Shield
Cost:6*
[Treasure]
$2
When you would discard this from play, instead set it aside. If a player plays an attack card while this is set aside, you may put it in your hand and ignore all effects of that attack. At the start of your next turn, if this is still set aside, discard it and +1 card.


Wouldn't this be simpler as a Treasure-Duration?

The reason it was not a Treasure-Duration was because I did think it would work...I tacked on that last benefit very last minute and missed that it would make the card a legal duration.

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Invader
Cost:4
[Action]
Discard your hand. Put this card on your Empire mat.
--
At the end of the game, you receive 4VP for each card on your Empire mat.


I kind of want this to be an Action-Victory card that says "If this is on your Empire mat at the end of the game, it is worth 4VP; otherwise it is worth 0." Same effect; wording slightly more consistent with other cards.

Invader originally read almost exactly like you specified, but then I ran into a conundrum: In order for a victory card to count towards your final score, it has to be in your deck. If you took the Invaders off of the Empire mat at the end of the game, they would then have no value. It could be fixed, but it would require a lot of extra wording, so I was lazy and "Voila!" it is only an action.

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Dungeon
Cost:5
[Action]
+2 actions
Gain an action card costing up to $4 onto your dungeon mat. You may trash this card. If you do, put 3 cards on your dungeon mat into your hand.


I like the theming of this one. Trash your Dungeon, set the prisoners free!

This is one of the most fun cards of the set to play. It was originally called "Prisoners' Camp" (in keeping with the +2 actions= villagey location theme), but I decided that had too many negative connotations.

Thanks so much for your input!
 

74
Variants and Fan Cards / Dominion: Legions
« on: October 13, 2012, 06:26:12 pm »
These cards have been in the works for a while.

New Rules:
Wound Tokens
During your clean-up phase, if you have one wound token on your Wound mat, remove one and only draw to 4 cards. If you have 2 or more wound tokens on your Wound mat, remove 2 and only draw to 3 cards.

There are 30 of this support card:
Soldier
Cost:1*
[Action-Attack]
+1 card
+1 action
+$1
Trash this card. Each other player puts a wound token on their wound mat.
--
(This card is not in the supply)
When you trash this card, return it to the Soldier pile.


Kingdom Cards:

Draft
Cost:3
[Action]
Gain 2 soldiers from the soldier pile.


Recruiting office
Cost:4
[Action]
+$2
Gain a soldier from the soldier pile.


Chaplain
Cost:4
[Action]
Trash any number of cards from your hand. +1 card per card trashed in this way. If you trashed any cards costing $0, trash this card.


Battle Plan
Cost:5
[Action]
Look at the top 4 cards of your deck. Discard any number of them, then put the rest back in any order. +$1 per treasure discarded in this way. +! action per action discarded in this way.


General
Cost:5
[Action]
+3 cards
+1 buy
Reveal your hand. If you have no victory cards in it, +$2.


Barracks
Cost:4
[Action-Reaction]
+$1
+1 buy
--
While this is in play, you may buy Soldiers as though they are in the supply.
--
When any player (including you) returns a Soldier to the Soldier pile, you may reveal this card to gain the returned Soldier.


Fortifications
Cost:2
[Action-Reaction]
+1 card
+$2
Discard a card.
--
When another player plays an attack card, you may reveal and set this card aside. At the start of your next turn, +$1 and return this card to your hand.


Reinforcements
Cost:5
[Action]
Trash a card.
+2 cards
--
When you buy this card, gain 3 soldiers from the Soldier pile.
--
When you trash this card, gain 2 soldiers from the Soldier pile.


Stronghold
Cost:4
[Victory]
2VP
At the end of the game, you may trash 5 treasure from your deck. If you do, this card is worth 3VP instead of 2VP.


Strategist
Cost:2
[Action]
+1 action
Name a card. Reveal the top 3 cards of your deck. If at least one of them is the card you named, put one copy of it into your hand. Discard the remaining revealed cards.


Strongbox
Cost:2
[Treasure]
$?
When you play this card, you may put a card from your hand on top of your deck. If you do, Strongbox is worth $2. Otherwise, Strongbox is worth $1.


Weaponsmith
Cost:4
[Action-Reaction]
+$1
Gain a card costing up to $4.
--
When another player gains an attack card, you may reveal and set aside this card from your hand. If you do, reveal and discard an attack card from your hand. If you do, gain a card costing up to $4, putting it into your hand. At the end of the current player's turn, return Weaponsmith to your hand.


Supply Wagon
Cost:3
[Action]
+1 card
+1 action
Choose one: Gain 2 copper into your hand. OR Gain a silver. OR Gain an action card, then gain a number of copper equal to half its cost. (rounded up)


Drunkard
Cost:3
[Action-Attack]
Reveal, then discard, the top card of your deck.
If it is a...
...Action, draw up to 6 cards in hand
...Treasure, +$2
...Victory, each other player discards the top card of their deck, then gains a curse, putting it on top of their deck.


Conquered Village
Cost:5
[Action-Attack]
+2 actions
Choose one: Discard a treasure card from your hand. If you do, each other player puts a wound token on their wound mat. OR +$2.


Medic
Cost:4
[Action]
Choose one: Remove up to 2 wound tokens from your Wound mat and gain 2 soldiers from the Soldier pile OR put a 2 wound tokens on your Wound mat and +2 cards, +1 action, +$1.

Gilt Shield
Cost:6*
[Treasure-Duration]
$2
If another player plays an attack card while this is in play, you may put it in your hand and ignore all effects of that attack. At the start of your next turn, discard this from play and +1 card.


Berserker
Cost:6*
[Action]
You may trash an attack card from your hand. If you do not, trash this card.
+5 cards
--
If there is at least one copy of this card in the trash, this card costs $5.


Signal Horn
Cost:4
[Action]
Reveal the top card of your deck. If it is an action, play it immediately. Otherwise, +3 cards.


Invader
Cost:4
[Action]
Discard your hand. Put this card on your Empire mat.
--
At the end of the game, you receive 4VP for each card on your Empire mat.


Treaty
Cost:3
[Treasure-Victory]
0VP
$?
When you play this, reveal the top three cards of your deck. If any of them are victory cards, discard all 3 cards and Treaty is worth $3. Otherwise, this is worth $1 and put the cards back in any order.


Wine Cellar
Cost:4
[Action]
+1 action
Do this up to 4 times:
+1 card, discard a card.


Dungeon
Cost:5
[Action]
+2 actions
Gain an action card costing up to $4 onto your dungeon mat. You may trash this card. If you do, put 3 cards on your dungeon mat into your hand.


Sergeant
Cost:3
[Action]
+1 action
Gain a soldier from the Soldier pile. Look at the top 5 cards of your deck. Put any soldier cards into your hand. Put the remaining revealed cards back in any order.


Guard
Cost:4
[Action-Attack]
+2 cards
+1VP
Each other player discards down to 3 cards in hand.
End your Action phase and go immediately to your Buy phase.
--
When you discard this from play, if you did not buy any cards this turn, put 2 wound tokens on your Wound mat.


Thanks for reading! I'd appreciate any feedback :)

75
"Secret History" of Silver Smelter   :P

I realize that Silver Smelter is actually a very weak card, but I took two things into consideration when making it. One is that the reaction could be overpowered enough in certain setups that the top part had to be a very weak action. At the same time, it had to be non-terminal since multiple copies of this card would otherwise junk up your deck way too much. Secondly, it had to have self synergy, otherwise it would be absolutely terrible in other set-ups.

Originally there was no +buy and it just said discard one card, but I thought that made the card almost always superior to silver, so I changed it.

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