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Because when youre at the top, nobody can dethrone you.

May be "play from your hand" as in Voyage, to avoid problems with mandatory play such as Herald an Golem


Royal Forest
Victory - Reaction - $5
When you gain a card, you may discard this to gain a differently named card with the same cost.

Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 16, 2023, 09:31:59 am »

Flea Market
$4 - Action
+1 Buy
You may trash a non-Victory card from the Supply.
While this is in play, cards cost $1 less per card with the same name in Trash.

Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 04, 2023, 01:27:16 pm »

$4 - Action - Reserve
Put this on your Tavern mat
At start of your turn, you may call this to Exile a card from your hand.
If you did, and you have at least 3 differently named cards in Exile, gain a Horse.

Adventures + Menagerie


War Tax
$3 - Event
+1 Buy
Trash a Victory card from hand.
If you have trashed a Province, take an extra turn after this one (but not a third turn in a row)

Dare to gamble to resolve the penultimate Province situation?
Also a modest Estate trasher similar to Bonfire.

Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 25, 2023, 12:16:58 pm »
Halloween theme 5/5 split pile

Night - Reaction - $3
Trash a card from hand; +1 Villager per card type it has.
When you gain a card, you may reveal this to put that card into your hand

Haunted Mill
Action - Looter - $5
+2 Cards
You may gain a Ruins for +3 Cards


Eye for an Eye
$2 - Event
+1 Buy
Discard a Curse. If you did, each other player gains a Curse
In games using this, emptying the Curses pile does not count for the game ending condition


Event - $3
Discard a card from your hand.
Each other player with 5 or more cards in hand discards a card sharing a type with it (or reveals a hand without such cards)


Did I understand the text correctly: for each player, first time they gain their first treasure card in the game, they gain a copy of it?
Or the condition is per treasure pile: when you gain your first Silver, gain another one, same for Gold etc?

The second options seems a bit hard to track

$4 - Action
+1 Card
+1 Action
You may trash a card from hand
In games using this, when a player has 4 or more cards in play none of which is a Torch, they cannot play Action cards from hand.

You have to move slowly in the darkness

^ the card is pretty cool, but why is the font so damn small? I guess bc the other two signs are too large, but it looks weeeird
Sorry, I am too lazy to make my own card generator or hack the existing one


$3D2 - Treasure - Victory
You may discard a Treasure card and take 1 Debt to gain a Koi.
Worth 1VP

Exploring the theme of animal breeding; the debt trick is to reduce the 5-2 advantage.

does this quailify:

Prosperous Duke $2+
Put an action card costing the amount overpaid under your project cube. Duchies can be played as if it were that action card.

It has other wording then Inheritance, but i think this is cleaner.

You should explicitly specify where the card comes from. Should you take it from hand or from the supply or from some other place?


Edit: Midas now learned to turn things into Counterfeit

This card is basically dead in absence of villages. Should it give at least +1 Action?


Booming Village
$4 - Action
+2 Actions
Gain an Estate from the supply into your hand.
For the rest of this turn, Estates are also Action cards with the text "+1 Card, +1 Action".

Rule clarification for Inheritance: both texts are played in any order the player prefers

I like this but I doubt that it is stronger than Militia and thus a $5.
It's a treasure so it doesn't consume an action.

Treasure - Attack - $5
Each other player with 5 or more cards in hand discards a Treasure card (or reveals a hand with no Treasure cards).
Play one of the cards discarded that way, leaving it there.

Upd: added +$1 for balance


$4 - Action
Draw until you have 6 cards in hand. If you have drawn 3 or more cards, +1 Action

A faster version of Caravan, but only works if hungry.

Works best with Dungeon, Diplomat, Dame Molly (and any other hand reducing nonterminals)

Enforcer 5$ Action
+1 buy
Each opponent reveals their hand, you choose a non-command action among those and play it, leaving it there.

Based off the X-Com games, a turn based strategy game series. In the game you take the abilities of your alien opponents to make your squad better and more versiltile. Just like that, enforcer is very weak by itself but gains strenght form the opponent. 5 is ok i think because band of misfits gives you choices of more cards, but they will maybe be less powerful.

I suggest to add Command type to avoid weird loops


Action - $4
+1 Card
+1 Action
+1 Coffers
Discard a card.
You may pay 3 Coffers to gain a Gold into your hand.


$4 - Action
Choose one:
Take the -1 Card token for +$3 or
Take the -$1 token for +3 Cards

(you don't get the benefit if you didn't pay the cost)

Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 25, 2023, 11:23:27 am »

Action - Victory - $5
+2 Cards
You may reveal and discard three differently named Victory cards to gain a Wish onto your deck.

*edit Reveal and discard for accountability

Just realized that Endless Chalice prevents Alms (which sounds slightly counterthematic)


Action - Attack - Duration - $5
+1 Action
At start of your next turn, take the -$1 token.
While this is in play, other players cannot play Attack cards from their hands.


Event - $4

Exile a card from your hand to gain an Imp.

Sorry, could not resist a pun

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