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Messages - jbrecken

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26
Dominion: Guilds Previews / Re: Victory card speculation
« on: June 03, 2013, 04:12:20 pm »
Guildhouse -- $4
Victory
Worth 6VP
--------
You can't buy this if you have any Treasures in play.

I wonder if it might be more playable if you turned it inside out:

Guildhall - $6
Victory
Worth 4VP
---------
You can't buy this if you have any coin tokens in your possession or if you have actions in play that grant +coins.

27
Dominion: Guilds Previews / Re: A month away...
« on: May 30, 2013, 03:37:41 pm »
Really?

Yep.  The Hermit says, "I got rid of your junk and gave you a silver, Boss.  Can I go crazy now?"  And the player says, "No.  I've got a bunch of treasure I want to use this turn; you'll have to wait."

Whereas the Madman says, "Here's a couple actions, and you can double the cards in your hand, and I am outta here!" 

28
Dominion: Guilds Previews / Re: A month away...
« on: May 30, 2013, 02:53:04 pm »
I always thought a madman is just sitting around.

No, it's the Hermit who's sitting around waiting to become a Madman.  A Madman does his job and then goes home.

29
Variants and Fan Cards / Re: A small set about Curses
« on: May 20, 2013, 04:04:05 pm »
I think it might be better to take 10 Curses out and replace them with 10 Super Curse rather than adding them to the Curse pile, so that you're only adding -10 VP overall instead of -20VP and the total number of curse cards in the game wouldn't change.  This would mean that a two-player game would have only Super Curse, so maybe we'd need a special rule for that case.

30
Variants and Fan Cards / Re: A bunch of Victory-related cards
« on: May 15, 2013, 12:59:28 pm »
Here are some suggestions for names:

Isolationist - $? Victory
Worth 1 VP per Province in the supply.

Conqueror - $? Action
Trash up to three cards from your hand.  +VP per card you trash.

Herald - $? Victory
Worth 1 VP per three Victory Points you have (excluding this card)

Battlefield - $? Action - Reaction
Discard any number of cards.  +VP per 2 cards you discard.  If you discard more than 5 cards this way, trash this.
-----
When another play plays an attack card, you may discard this.  If you do, +1 VP.

Courtier - $? Action - Victory
Worth 1VP per every 3 Victory Tokens you have.
-----
+1 VP


31
Variants and Fan Cards / Re: Single Card Kingdoms
« on: May 10, 2013, 12:21:56 am »
Enchanter
Kingdom - $5
When you would gain this, instead move the Hex token to any Action card's supply pile.
---
After play a card, if you have no actions remaining, each other player gains a curse for each hex token on that card's supply pile.
Setup: Place the hex token on the Enchanter pile
What happens when the last card on the pile with the hex token is gained?  Does it still count as being tied to that action card, or does it become unattached?

32
Dominion: Guilds Previews / Re: Needed card titles
« on: May 09, 2013, 04:16:23 pm »
I'm interested to see the name of the victory card in Guilds. It seems like DXV was running out of ideas for names of lands when he used Feodum (just stealing one from another language).

Parish might make the most sense, as frequently that was the area of control for a guild.

33
You could try something like, "When this card is not in play, treat it as though it were a Copper."  That would fix most of the problems with differently named cards, but Rare Coin would need some kind of special wording since its fun stuff only happens when it's not in play.

34
I tried a Kermit the Frog game last weekend of all green cards.  It made for a fairly boring game.

35
Variants and Fan Cards / Re: Aqueduct & Rental
« on: April 10, 2013, 05:43:55 pm »
Rental
7$, Victory
Worth one per Coin Token on your Rental Mat at the end of the game.

When you gain this, put it on your deck and gain two Coppers.

Setup: Each player gets 7 Coin Tokens and places them on his Rental Mat. Whenever a player trashes a Copper, he must instantly remove a Coin Token from his Rental Mat.

How different would the play be if you just made the VP value of Rental 2 less than the number of Copper in your deck, with a minimum value of 0 and a maximum of 7?  Less messing around with tokens.

36
Variants and Fan Cards / Re: New Knights
« on: April 10, 2013, 05:28:54 pm »
If the problem of making a Looter Knight is that it might be the only one in the kingdom, make her go home after she rides out and loots everyone:

Quote
Dame Looter

Each other player gains two Ruins.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.  If a Knight is trashed by this, trash this card.

When this card is discarded from play, return it to the Knights pile.

Action - Attack - Knight - Looter - $5

Only giving out one ruin seemed too weak for a $5 one-shot, so I kicked it up to 2.

37
It doesn't give you any of the new coin tokens either, so I'd suggest adding something like:
You may pay $1 to receive one coin token that you can either keep for later use, place on your Pirate Ship mat, or place on the Trade Route mat.  (Under the assumption that the new coins will be identical to the ones for Pirate Ship and Trade Route)

38
Variants and Fan Cards / Re: Goofy idea I'm working on.
« on: April 04, 2013, 05:39:11 pm »
I agree that it needs cycling (otherwise one with a "3 spare Actions / Buys" will get stuck if there are no Villages/+Buys)

You could have a rule like: "Whenever a player gains a Curse, shuffle the Quest pile." So that if you really wanted to get a quest you have no hope of fulfilling off the top of the stack you could use a buy on a curse.

39
Dominion: Guilds Previews / Re: Box Image and Description
« on: March 27, 2013, 02:30:23 pm »
Aaah, but where would you keep the tokens if not on a mat?

They need to be kept on a card I think, otherwise it's so out of style with Seaside.

It could be something like when you gain a token you just put it on your discard pile, and when it's time for a shuffle you stand the cards up and let the tokens fall out and move them into your play area.

Or for a similar effect but with less mess, you could set the first card you discard aside and use it as a place to collect tokens and then when it's time to shuffle they go into your play area.  That would mean you don't actually gain tokens until cleanup.

40
Dominion: Guilds Previews / Re: The other seven cards
« on: March 11, 2013, 08:43:40 pm »
If one of the cards in the box is a "Hold this against your smartphone for something fun in the online game" promo,  would that count toward the 150, or are those printed differently and as such wouldn't be part of the batch?

41
Dominion: Guilds Previews / Re: Theme speculation
« on: March 07, 2013, 05:18:04 pm »
Maybe the "guilds" in the name are collaborations between players, and the new game mechanic would be something like an attack, only beneficial instead of harmful.  Something like a card would be marked "ACTION - ASSIST" and for example could say "+2 cards +1 action, +1 card for another player you choose."  And perhaps there would be a new REACTION card that can be revealed when a player that isn't you plays an assist on someone who isn't you that gives you twice the benefit.  Granted, this wouldn't add much to two-player games.

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