Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - agrajag

Filter to certain boards:

Pages: 1 [2]
26
Oh wow, I did not know that. Thanks!

Does this also effectively show you what's in the black market deck if it's in the kingdom?

27
Variants and Fan Cards / Re: New Types of Cards
« on: July 15, 2011, 07:49:48 pm »
Maybe if you gave them a prize-like scenario instead of making them take up an entire pile, they might be interesting. Like, if there was a "Judge" card that could give players rule change cards.
I thought that was exactly what I was saying, maybe I was unclear. They would be non-supply pile (or at least a non-Kingdom pile like curses) that are given by some other cards. And actually if it works this way, it wouldn't even have to go into the players discard. Instead of making other people gain them, it could give them the effect immediately, swapping out for any existing one they had affecting them.

And I wasn't saying the examples I gave were particularly good or balanced, they were just quick examples to get the point across. I'm sure people could think up ones that would actually be worth it.

28
Any chance we can get mouseover descriptions for the tournament prizes instead of just a list? I always forget what they do, and it's annoying to have to google for descriptions when I win a tournament on Isotropic.

29
I think Duration-Attacks could work, you'd just need some extra rules saying that Reactions only trigger at the start of the second turn (when the Attack actually happens).

Also maybe a Duration-Reaction? Like "Anytime a player does X while this card is in play, get benefit Y"

Ok, reining Sailboat in a bit, how about this?

Sailboat
$5 - Action
On your next turn, +2 Cards and +1 Coin.
Isn't this way worse than Wharf at the same price? Because Wharf happens on both turns instead of just the next one, and I think I'd rather have the +1 Buy instead of +1 Coin anyway.

30
Variants and Fan Cards / Re: New Types of Cards
« on: July 14, 2011, 12:59:39 pm »
Ok, well then how about cards that are completely bad, but you can give them to your opponents? Like curses, but they have a penalty other than -VP? Have a pile of bad Curse-Action cards (maybe call them like, Hexes or something) then have a card that says "Each other player gains a Hex card. Otherwise they work the same as what I suggested before (at the start of your turn, if you have it in your hand you must reveal and get some negative effect).

31
I like the idea of trading away things now to get a benefit next turn. How about a delayed Cellar variant? Discard any number of cards this turn, draw that many extra cards at the start of your next turn.

32
Variants and Fan Cards / Re: New Types of Cards
« on: July 14, 2011, 02:18:34 am »
I like a lot of these. Playing off what others have said, here are my new card type ideas:

- Rule-altering cards -
Each player can have one in play at a time. Playing one costs an action, and if it's replacing one already in play the old card goes back in the discard.
Some example ideas:
 * During clean-up, you may place one card you have in play on top of your deck. If you do, only draw 4 cards during your draw phase
* Draw 6 cards during your draw phase. During your buy phase, all cards cost +2 coins.
* All players draw an extra card during their draw phase while this is in play.
* While this is in play, the game does not immediately end when all Provinces are gone (it still counts as an empty pile for ending on piles).
(these are probably not balanced, but you get the idea).

One idea I had is that these are all always available for anyone to buy, but there's only one of each (like Prizes) and they're not in the supply.


- Bad cards -
These are cards that have some negative effect that you are forced to play. The idea is that at the start of your turn, if they're in your hand, you're forced to reveal them and do something that hurts you, but they have a good amount of victory points to offset them (not sure how many VP would be needed to balance). Possibly could also have a different bonus, like be worth a lot of +coin.
Examples:
* All opponents draw a card.
* Return the last card you gained to the supply (or trash it, if it is not in the supply).
* Pass a card you gained last turned to the player to your right, his choice.

Not sure if anyone would buy these. On the other hand, if it's late game and they're worth a lot of VP, the negative effects might not even come up that often before the game ends, so they could be too powerful.

Pages: 1 [2]

Page created in 1.311 seconds with 18 queries.