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Messages - terminalCopper

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26
Variants and Fan Cards / Re: Really bad card ideas
« on: November 02, 2018, 02:15:12 am »
Scotch, 4$, Action

+card
+action

Gain another Scotch.
Discard a treasure or take 1 Debt.

27
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 01, 2018, 05:01:56 am »

Catan Cards :)

Heavily inspired by the Development Cards of “Settlers of Catan”, adding a similar amount of secret weapons.

Setup+ Rules

Each player has a Catan mat. The pile of Catan Cards is a face down Kingdom Pile. When you buy a Catan card (for 5$), you put it face down on your catan mat.
Only you may look at your catan cards whenever you want. Once per turn, you may call a catan card in your action phase whenever you are not resolving an action, turning it face up. It doesn’t take up an action. Once a Catan Card is face up, you are no longer allowed to play it again.

There are 25 Catan Cards: 14 Catanians (couldn’t name them “Knights” ...), 2 Monopols, 2 Progress, 2 Road Building, 5 Peninsula.

There are 12 Handicap cards, 3 of each. Like Miserable, Handicaps lay in front of each player. Handicaps stack.

Also, Catanians can get the artifact “Palace of Catan” (see below).


HANDICAPS

Treasure Handicap
Whenever you gain a treasure, take 1 debt.
This stays in front of you until you play a Catanian.

Victory Handicap
Whenever you gain a victory card, take 1 debt.
This stays in front of you until you play a Catanian.

Action Handicap
Whenever you gain an action card, take 1 debt.
This stays in front of you until you play a Catanian.

Trashing Handicap
Whenever you trash a card, take 1 debt.
This stays in front of you until you play a Catanian.


CATAN CARDS

Catanians, ACTION, 5$
Return your handicaps to their pile.
Each opponent takes a handicap, putting it face up in front of him.

Monopol, ACTION, 5$
Name a treasure. Each opponent reveals his hand and plays all the treasures you named, counting the $ for you.

Progress, ACTION, 5$
Gain an action card and play it.

Railroad, ACTION, 5$
+2 buys
Name a card. This turn, every copy of this card costs 2 less.

Peninsula, VICTORY, 5$
4 VP


Palace of Catan (Artifact)

Take this if you have called at least 3 Catanians and more than any other player.
8 VP




28
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2018, 06:28:00 am »

A traveller line as Hommage to Stratego. My design tries to implicit that you will need a good mix of all travellers. Young Spys Draw-to-5-ability reduces the risk of getting stripped of all travellers.

Marshal ACTION - TRAVELLER
6$*
+3cards
+ 2$

Each opponent discards a traveller costing 5$ (or reveals he can’t).
******************************************************************************************************************



General ACTION - TRAVELLER
5$*
+3 cards
Gain a Silver.

Each opponent discards a traveller costing 4$ (or reveals he can’t).

_____________________________________________________________
When you discard this from play, you may exchange it for a Marshal.
******************************************************************************************************************


Colonel ACTION - TRAVELLER
4$*
+2 actions
+ 2 buys

Each opponent discards a traveller costing 3$ (or reveals he can’t).

_____________________________________________________________
When you discard this from play, you may exchange it for a General.
******************************************************************************************************************


Miner ACTION - TRAVELLER
3$*
+ 3 actions

_____________________________________________________________
When you discard this from play, you may exchange it for a Colonel.

 ******************************************************************************************************************

Young Spy ACTION - TRAVELLER
$2
+Action
Draw until you have 5 cards in hand.

Each opponent discards a traveller costing 6$ (or reveals he can’t).
_____________________________________________________________
When you discard this from play, you may exchange it for a Miner.























29
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 18, 2018, 12:10:06 pm »
Martyr, Action-Reaction, 5$

+2 cards

You may play another Martyr.
Each Martyr costs one less (but not less than 0).

****************
If you trash this: +2actions, +buy


30
Game Reports / Re: Quickest turnaround?
« on: September 24, 2018, 05:46:30 pm »
I can' t see why the fact that someone dies should have an impact on the nature of the game ...

31
Dominion General Discussion / Re: Best cards to learn specific rules?
« on: July 18, 2018, 09:45:24 am »
Smithy: if you draw an Action, with no actions left, you are not allowed to play it.

32
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 19, 2018, 08:57:32 am »
* =

33
Not every board is a megaturn engine.

#YesEveryBoard

You should mention that you‘re exaggerating intentionally. Just in chase someone doesn‘t get it.


34
Dominion General Discussion / Re: Data Mining: Card Impact Factor
« on: April 29, 2018, 06:36:51 am »
Colony and Platinum being so high is some interesting commentary on how strategy changes in Colony games.

I don‘t think the presence of Colonies has a huge impact on the chosen strategy. If I understand the maths correctly, I assume that Colony games are merely longer, and therefore more cards are bought.

35
Someone who opens Curse/Curse is probably a skilled player doing so as a joke.
There's certainly something unusual going on! Maybe they're deliberately handicapping themself in a game with a much weaker player?

I'm struggling to think of even an edge case in which a Curse/Curse opening could be the strongest play, though. Um. Defiled Shrine in a six-player game?

I'd be satisfied if there were legitimate cases where it's not the absolute worst opening, assuming the player proceeds to play competently after the opening.

In a game with Mountebank, curse/curse will likely be a better opening than estate/estate.

36
Game Reports / Re: One of the greatest 2 player games ever
« on: April 25, 2018, 12:04:12 pm »
Interesting game, thx for sharing :)

* Final score was 51 to 50 VP. He started with a big lead, which got bigger, then I gradually gained on him, winning with 1 VP.

The small difference of points is probably be misleading; I think the engine strategy is better, and it’s not even close. From a strategic point of you, you’re way ahead, because your opponent would need two dead turns swallowing -2 points to end the game; meanwhile, your engine can score.

In general, in a nonmirror Slog/BM vs. Engine, it is a huge advantage that the engine player has more control to determine when the game ends.

37
I often gained Alchemists with Masquerade. Kind of.

38
Death Cart + Inheritance

- Open DC+Silver
- Inheritance on DC
- Turn your estates into provinces if they come with 3$; add estates with <8$

If you are lucky to draw DC in T3 with at least 2$, you can start greening in T4.
In a perfect world, this gets 4 provs in T7. There will surely be some duds, but I guess that an average close to 10 turns for four provinces might be realistic.

On top of being a two-card-shaped-thing-combo, sifters can improve the strategy.

39
Salt the Earth/Crumbling Castle

Would you like your Silver to come with 2 VP?

Strictly better Harem?

Soon to come:

- edge cases
- more edge cases
- edge cases involving loan
- someone will explain why loan is underrated

40
Dominion General Discussion / Re: Would you trash an estate worth 2VP?
« on: April 11, 2018, 08:09:24 am »
So my guess is around 4 or 5 VPs.
This is just incredibly board-dependent, therefore my guess is between 0 and 10 VP.

41
Dominion Articles / Re: Fortress Big Money
« on: April 02, 2018, 12:01:59 pm »
The other strength of Fortress is that cards like Swingler, Knights and Rogue actually INCREASE the number of Fortresses
Begging for a meme.

42
Help! / Re: A lot going on, here...
« on: March 16, 2018, 04:01:29 am »
First four turns should be

Peasant
Alms->cemetery-> trash 3 or 4 coppers
Silver
Sheperd

Now you have a decent chance for a good shepherd in T5/6 drawing 3 coppers, silver, soldier and inherit shepherds. Add Artificier, and let the deck explode.

43
Let's Discuss ... / Re: Lets discuss hinterlands cards:tunnel
« on: March 15, 2018, 01:36:32 pm »
Is building an engine good on most boards? Yes.
Is tunnel good for building engines? No.

44
It‘s true that the difference between the card you can gain using CG and the one you can afford without has to be really huge to compensate for the curse. That being said, the single most relevant situation is when you can grab a good trasher with CG, but not without it.

45
Variants and Fan Cards / Re: Really bad card ideas
« on: March 13, 2018, 01:12:28 pm »

Twister
Action - $5
+3 cards

Each player including you puts a hand or foot on a supply pile.

If you do, you may play another Twister.

46
Dominion General Discussion / Re: Labs
« on: March 11, 2018, 06:11:24 pm »

Caravan [...] is basically Den of Sin [...] all those other aforementioned side benefits are removed as well.

This sounds to me like if you were underestimating the value of early speed-ups. It is far more than a side benefit if a card can be useful a whole shuffle earlier; the gap between gain-to-hand and play-next-shuffle is comparable to the gap between a T3 chapel and a T5 chapel.




47
Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 04:54:11 am »
- Duchess: Change the spying to only spy on yourself. It should stay bottom 10%; you get it free with a Duchy.
- Beggar: Probably leave as-is. The defense is sexier in the context of Dark Ages. The top is great.
- Masterpiece: Leave as-is.
- Fortune Teller: Move to Adventures, change attack to -1 Card token, consider for Warrior slot.
- Fool: The problem is slowness not power level. I might try more one-shot versions, or just drop it.
- Pirate Ship: Arguably Miser is the fixed version.
- Bureaucrat: Eh. Recognize that it's weak but leave as-is. Consider again on the next pass.
- Navigator: Various cards have done this better, most recently Night Watchman.
- Noble Brigand: This is the fixed Thief! But Bandit is more fixed. I wouldn't try to preserve when-gain-attack.
- Harvest: I'd try LF's fix.
- Cache: Move the +1 Buy from Margrave to here (also fixes Margrave). Yes or be happy with Banquet.
- Mine: Recognize that it's weak but leave as-is.
- Mandarin: Do some other card. The top is fine for showcasing a when-gain, so, maybe just some unrelated when-gain.
- Royal Seal: I'd try to find a version that could cost less than $5; that really ups the value of the ability.
- Harem: I'd try the $5 version. Also could be an Event, "+2 VP, gain a Silver." However Intrigue likes having it as a 2-type card.
- Transmute: Arguably Exorcist is the fixed version. The premise is a Remodel that gives you specific cards. For a card called Transmute in an expansion called Alchemy, Dismantle would do the trick.
- Philosopher's Stone: I'd just drop it. Some people cannot count fast enough.

Many nice ideas, man. You should make some fan cards, or even a whole set.

48
Dominion General Discussion / Re: Dominion Confessions
« on: March 08, 2018, 07:26:40 am »
I should probably switch my pic but... I love the Farmland so much... So I'm kinda torn

Farmland is weak. There‘s absolutely no reason to pick such a weak card as avatar.

49
Dominion General Discussion / Re: Dominion Drinking Game
« on: March 06, 2018, 08:31:44 am »
At the end of the game, if you lose:

Take a shot for every scout you have in your deck.
Take two shots for every scout your opponent has in his deck.

50
Dominion General Discussion / Re: very short strategy article
« on: March 03, 2018, 10:30:51 am »
I think looking for another term is kind of missing the point.

Imho, the whole thread is missing the point since page 2.

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