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276
Variants and Fan Cards / Re: Really bad card ideas
« on: July 28, 2019, 12:18:50 am »
Tinker tailor
$0 - Ruins
When you gain it, a player to the left gains a copy of it. If they can't, they give a Curse

There are 13 copies of Tinker tailor

277
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2019, 12:08:01 am »
Pure village
Action - $1
+2 Actions
Trash your hand

278
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2019, 08:48:20 pm »
(Updated with the Gubump's suggestions)


Donjon
$4 Action/Victory
+1 Card
+1 Action
You may discard a Victory card for +1 Card and +1 Action
1VP

I think, it should be priced similar to Mill. Boost for the initial economy, and probably good at endgame; self-synergy intended.

279
Variants and Fan Cards / Re: Really bad card ideas
« on: April 22, 2019, 09:57:33 am »
Great Depression
Landmark
At the beginning of each turn, you may discard a card. If you don't, take your -1$ token

280
Variants and Fan Cards / Re: Really bad card ideas
« on: April 06, 2019, 01:29:01 am »
Outlaws Village
Action, $2

+2 Action
+1 Card
-$1
If your total money in coins is negative, +$2 and trash this

281
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 28, 2019, 03:20:39 pm »
Smeltery
Types: Project
Cost: $5*
At the start of Clean-up, you may return a Treasure card to the supply and gain a treasure card costing up to $3 more than it
-
You can only buy this if you have at least 3 differently named Treasures in play
The condition is too harsh and arguably not necessary at all.
While Mine (i.e. handgaining) might be too strong it could at least topdeck like Taxman.
Oh I've missed in play in the description
Upgrading on cleanup does not consume an action and does not reduce the buying power (Mine is also giving extra $1, but you cannot play it every turn)
The cost is deliberately high, to avoid early buying of a cantrip copper trasher. Oh, I have an idea - instead penalize for coppers in play


Smeltery
Types: Project
Cost: $4*
At the start of Clean-up, you may return a Treasure card in play to the supply and gain a treasure card costing up to $3 more than it
-
This costs extra $1 for each two Coppers in play, rounded up

282
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2019, 12:07:57 pm »

Smeltery
Types: Project
Cost: $4*
At the start of Clean-up, you may return a Treasure card to the supply and gain a treasure card costing up to $3 more than it
-
You can only buy this if you have at least 3 differently named Treasures in play
This costs extra $1 for each two Coppers in play, rounded up

283
Dominion League / Re: Season 31 - Signups
« on: November 26, 2018, 04:01:26 pm »
Hi
New player

Dominion ID: unidentified
Discord ID: @unidentified#8637
Time zone: America/Los_Angeles

284
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 21, 2018, 11:05:20 am »


Manager works as a super-smithy until supply lasts, or acts as a single shot KC if you don't mind gaining a marginally useful card.

285
I have much less points than my opponent, and we both don't have many leaves.  Suppose I apply a dogma of Self Service on Globalization:

Quote
...If no player has more (LEAF) icons than (FACTORY) icons on their boards, the single player with the most points wins

The question is, will my opponent be affected by this clause? Is it possible for him to win automatically?

286
Cats
$5 - Action
Trash any number of Rats from your hand. For each trashed Rats, +1 card and +1 action.
Any other player may reveal Cats from his hand. Is some of them do, gain Cats.

287
Why looters should always be attacks? Consider something like:

Treasure Hunter
Action - Looter
$4
You may trash a Ruins. If you do, gain a treasure card of your choice.
Otherwise gain a Ruins.

288
Dominion General Discussion / Re: Happy Christmas
« on: December 24, 2011, 07:46:08 pm »
Happy Hanukkah|Kwanza|Saturnalia|Choose_Your_Favorite_Midwinter_Holiday (Midsummer if you are in the southern hemisphere)

289
Looks like a "Buy a goat" story. Do something definitely wrong, wait for a while, and revert the things back. And people will be happy!

290
2011 / Re: Schedule and Results: 2011 DominionStrategy.com Championships
« on: December 01, 2011, 12:54:06 am »
Awk Sed Yacc vs theParty 4:3 (and I was losing 1:3)
Thanks a lot to theParty for the great match.

UPD: added links to games

291
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 21, 2011, 09:16:02 pm »
Awk Sed Yacc
GMT-8 (PST)

292
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.

293
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?

294
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.

295
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.

296
Homestead $2
+1 Card, +1 Action
You may gain a Homestead or an Estate

297
The Ultimate Question of Life, the Universe, and Everything

298
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)

299
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)

300
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.

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