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276
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 21, 2011, 09:16:02 pm »
Awk Sed Yacc
GMT-8 (PST)

277
Variants and Fan Cards / Re: Bit of a silly idea
« on: September 30, 2011, 02:37:16 am »
I like the idea, it allows to add more terminals in not action-abundant decks.

What I don't like is a possibility to reveal a treasure and then to play the same treasure, making this card essentially a kind of Venture (play Jewels, reveal Gold, play this Gold). It's too overpowered and skews the game to boring Big Money variants. If we add a "discard the revealed card" clause, it will be much more interesting giving a second life to extra terminals.

Even after the change this card is quite strong - definitely better than Philosophical Stone ($3+P), should cost about $5.

278
Variants and Fan Cards / Re: Silver Lining - Beta Cards
« on: September 29, 2011, 01:40:31 am »
Wooden bridge: Never less than $1? Does it mean that a Copper will cost $1 after playing a wooden bridge? Is there any reason to set the cost limit to $1 instead of $0 like elsewhere?

279
Variants and Fan Cards / Re: Empty Supply Piles
« on: August 31, 2011, 04:35:15 pm »
Some of these "For each empty supply pile" cards would get pretty crazy if you manage to empty a 3rd/4th/5th pile at the start of your turn...
It's really a part of fun. You can plan some really strong superturns based on immediate depleting of several piles. To work well, there should be some helpers:

Prayer Beads
Action, $4
Gain a card with cost $4 or less. For each empty supply pile, gain another card of the same kind.

280
Variants and Fan Cards / Re: Tax
« on: August 17, 2011, 12:33:01 pm »
What's a problem in sending provinces out of price? It is just another strategy (buy a couple of early provinces, then skyrocket the prices to make provinces unavailable for the opponent).

Actually the visible problem with taxes is that they may slow down the game to a snail's pace - there should be some way to limit the tax spamming, for example:

Tax
Action - $0
+$2
Trash this card.  Put a Tax token on top of the Tax pile and on another Supply pile.
---
During the buy phase, each card costs +$1 per Tax token on its pile.

The first taxes are incredibly cheap, but the more taxes are introduced, the harder it is to establish another one.

281
Homestead $2
+1 Card, +1 Action
You may gain a Homestead or an Estate

282
The Ultimate Question of Life, the Universe, and Everything

283
Variants and Fan Cards / Re: Really bad card ideas
« on: July 22, 2011, 03:29:22 pm »
Black Market Village
$2 - Treasure
Worth $0
+2 Actions
Wow! a good addition to the Diadem! To make it a really Bad Card, it should cost $1 to be engaged into the chain of Upgrade/Remake

Squatters
$4 Action-Attack

Each other player reveals the top 2 cards of his deck. If they revealed any Victory cards, they trash any of them that you choose. You may gain any or all of these trashed cards. They place the other revealed cards back on their deck, in the order that you specify.

Why bad?  Because they're interesting ideas that are really really broken.

It is not interesting, just heavily underpriced and incredibly volatile (even more than infamous Possession)

284
Variants and Fan Cards / Re: second player compensation
« on: July 22, 2011, 12:41:17 pm »
The fair compensation is different for different kingdom sets. For two players, there is a classical "pie division" protocol.

Player 1 chooses a compensation in VP for the first move (an integer+0.5 number)
Player 2 chooses if he wants to play first (and pay the compensation) or second (and receive the compensation)

285
Frontier Village
$3
+2 Actions, +2 Cards, discard 2 Cards

Very fast in the beginning, but reducing the hand size might be harmful in the midgame.

And a more versatile version:

Busy Beaver
$5
+2 Cards
Discard any number of cards. For each discarded card, +1 Action.

The latter is a good helper for unpopular "no trash" strategies.

286
Variants and Fan Cards / Re: Really bad card ideas
« on: July 12, 2011, 04:58:51 pm »
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.


Should say "that treasure" - "this treasure" implies the cost of government bond itself.

Well, and "the cost" is definitely too much. Revised version:

Government Debt
Cost $4
Treasure
$4, +1 Buy
The player to the left of you gains a Government Bond card.
Setup: prepare a deck of 10 Government Bonds

Government Bond
Cost $0* (can't be bought)
Treasure
$0
The player to the right of you may reveal and discard a treasure. If he does, apply the buy phase effects as if that treasure was played by you, otherwise that player gains a Curse.

The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.

287
Variants and Fan Cards / Re: Really bad card ideas
« on: July 12, 2011, 03:20:37 pm »
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.

288
General Discussion / Re: Math Nerds...
« on: July 07, 2011, 04:48:53 pm »
Well, I've got a master degree in algebra ~15 years ago, but currently forgot most of it.

289
Other Games / Re: What other games do you enjoy playing?
« on: July 07, 2011, 04:44:43 pm »
Classical games from the East: Go, Shogi, sometimes Xiangqi.

290
Variants and Fan Cards / Re: Really bad card ideas
« on: July 07, 2011, 04:37:56 pm »
Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.
Well, I thought to make it put into a player's sleeve, but recognized that it's summer for most of us, and not many players use sleeves.

Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"

291
Variants and Fan Cards / Re: Really bad card idea
« on: July 07, 2011, 02:37:50 am »
Ace up the sleeve
Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +1 Buy; or +1 Coin; or set aside this card onto your sleeve mat.

You may return this card from the sleeve mat to your hand at any of your action or buy phase. If you do, +1 Action and play it immediately.

292
Variants and Fan Cards / Re: Make up your own card?
« on: July 06, 2011, 05:11:22 am »
A simple converter of spare actions into cash:

Corvée (or, if you like, Barshchina :) )
Action
Cost $3
+$1. Return this card into your hand.

Make your villages work for you :)

293
Variants and Fan Cards / Re: Make up your own card?
« on: July 04, 2011, 04:26:44 am »
Another Embargo-like card:

Counterfeit
$3
Action
Put this card on top of one of supply piles. When a player is going to gain a card from a supply pile, he gains the top card from the corresponding pile. You may buy a Counterfeit for its nominal price even if you get it from another pile.

For example, if there is a Counterfeit on top of the Province pile, you have to spend $3 and a buy before you'll be able to buy a province. On the other side, you can put a Counterfeit on the Curse pile to prevent yourself from being cursed. The interaction with Swindler is especially nasty (put a Counterfeit to a supply pile, and then replace an opponent's card with it).

294
Variants and Fan Cards / 2x2 team game
« on: June 25, 2011, 04:30:45 am »
Anyone tried team games 2 vs 2 players - like in bridge, North and South against East and West?

The rules are basically the same, but your attack does not affect your teammate, only opponents. The final VPs are added up. And there should be 20 Curses in setup.

We've tried a couple of times, but I still don't understand well how it differs from a 1 vs 1 game.

295
Variants and Fan Cards / Re: Make up your own card?
« on: June 24, 2011, 09:59:29 am »
Phoenix
Action/Victory
$4
Choose one: +1 Action/+1 Card, or trash this and another card from your hand.
1VP
When trashed, gain another Phoenix.

A variant of Great Hall that synergizes with remake/upgrade/trash for benefit, and opposes Swindler/Saboteur and other trashers. A limited trashing ability makes it useful if there is no other trashers available.

Very strange interaction with Watchtower allows to empty the Phoenix supply in one turn.

UPD: thanks to Thisisnotasmile, it was mistakenly written "Action/Treasure"

296
Variants and Fan Cards / Re: Really bad card ideas
« on: June 23, 2011, 03:59:11 am »
Russian Roulette $4
-4 VP

Reveal the top card of your deck.  If you reveal a victory card, discard your hand.  If any other card is revealed, trash the Russian Roulette.  Each other player gains a Russian Roulette.

It's too powerful having scouts and other look-ahead's. Before playing RR, you should shuffle the discard pile into your deck.

Earthquake
$5
Action/Attack
Trash this card. Each other player trashes a Victory card from hand, or reveals a hand without Victory cards.

F-word
$3
Reaction
When any player says an f-word, you may reveal this card. That player gains a curse.

Archaeological site
$6
Victory
1VP for each 3 cards in the trash pile

297
Variants and Fan Cards / Re: What would you like to see in Dominion?
« on: June 17, 2011, 04:33:20 pm »
People don't like trashing. Probably we need a devastating attack that requires trashing by the player. Something like

Dark Plague (I wanted to call it Nuclear Bomb, but this name does not fit well to medieval settings)
Cost 7$
Action
Trash this card. All other players trash cards from their hands until they have no more than 3 cards.

(It is supposed that when you play Dark Plague, the average card cost of the opponents is higher than 3.5)

298
Variants and Fan Cards / Re: Make up your own card?
« on: June 17, 2011, 04:43:26 am »
Terracotta Warrior
$6
Action/Victory
Trash an Attack card. If you do, gain a Terracotta Warrior.
Worth 1VP for each Terracotta Warrior in your deck.

It's a variation of Duke/Duchy with a taste of Remodel. Are you ready to trash your Goons/Pirate Ships to acquire the victorious terracotta army?

299
Variants and Fan Cards / Re: Make up your own card?
« on: June 17, 2011, 04:06:51 am »
What about a supply-depletion idea:

Genocide
$5
Trash a card from your hand. Gain 4 cards of the same type and immediately trash them.

I see several uses for this card:
  • Helper for gardens and cities
  • Fast game terminator (while the others are polishing their engines, catch 3-4 provinces and genocide the rest)
  • A version of Embargo against Minions and other cards that heavily synergize with themselves
  • Cure for Curse attacks (especially in 2-player games)

300
Variants and Fan Cards / Re: What would you like to see in Dominion?
« on: June 17, 2011, 03:38:06 am »
The card I thought about earlier today that would be interesting is something like
Graveyard
Cost $4(?)
Victory
Worth 1 VP for every curse in your deck.
And it should be combo'd with some anti-chapel card like:

Black Mass
Cost $2
Action
+$4. Gain a curse

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