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Messages - Erick648

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201
Variants and Fan Cards / Re: Really bad card ideas
« on: July 17, 2015, 12:00:44 am »
Police
$6 Reaction
When another player plays an attack card, you may discard this from your hand.  If you do, you are unaffected by that attack, trash that attack card, and the player who played it ends his turn and loses his next turn.

Lawyer
$3 Action - Reaction
You may play an attack card.  If you do, it loses the Attack type.
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When another player's card affects you, you may reveal this from your hand.  If you do, that card gains the Attack type and counts as having been played, and the effect that affects you counts as an on-play effect.
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When another player reveals a Lawyer from his hand, you may reveal this from your hand to make that Lawyer have no effect.
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When you reveal this from your hand, you may trash a treasure from your hand.  If you don't, return this to the supply.

Yes, it is a rules nightmare. Kind of ironic, actually.

202
Rules Questions / Re: +Card token and when-you-play
« on: May 03, 2015, 10:04:11 pm »
I'm guessing this applies to Reserve cards as well, since they remove themselves from play, correct?  I'm also guessing that if you Throne BoM, playing it first as a Feast and then as a Reserve card, it moves from the trash to your Tavern mat, but this doesn't count as "gaining," correct (even though it's yours again for purposes of Gardens/Vineyards)? 
BoM as Reserve card expects to see itself in play, because played cards are put into play. It didn't make it into play so it fails to move to the Tavern mat.

"Lose track" should list "failing to move" as a reason for losing track.
Ah, I didn't realize it could lose track of itself due to its own effect.  Now that I see the reasoning behind Mining Village (that cards can lose track of themselves due to being moved by their own effects, as long as its not the effect of the same play), it makes sense (I'd always assumed you didn't get $2 for the second Mining Village because you can't trash a card that's already in the trash).

203
I really like the Peasant line because being able to add any vanilla bonus to any Action card is just fun (Disciple and Fugitive are fun cards, too, which I kind of wish could be normal Kingdom cards).  This is probably my favorite expansion; lots of interesting new mechanics.

204
Rules Questions / Re: +Card token and when-you-play
« on: May 03, 2015, 12:15:44 am »
Quote
* If you use Throne Room on Band of Misfits, choosing to play Band of Misfits as a self-trashing card (for example, Feast), the Band of Misfits will be in the trash after the first play as Feast, meaning it has left play.  Throne Room then plays Band of Misfits again, allowing you to make a new choice as to what Band of Misfits should emulate.  However, since Band of Misfits is in the trash, you will only get the on-play effects of the emulated card.  Similar logic applies to one-shots that do not trash themselves, but still leave play, such as Island.
I'm guessing this applies to Reserve cards as well, since they remove themselves from play, correct?  I'm also guessing that if you Throne BoM, playing it first as a Feast and then as a Reserve card, it moves from the trash to your Tavern mat, but this doesn't count as "gaining," correct (even though it's yours again for purposes of Gardens/Vineyards)? 

For that matter, if you King's Court BoM, playing it as Mining Village, Guide, and Mining Village (choosing to trash Mining Village each time), do you get $4 (I'm guessing the second trashing counts because it's on your Tavern mat rather than in the trash, in contrast to Throning Mining Village where it's already in the trash on the second play)?

205
Some I've encountered in Adventures:

Market Square-Bonfire:  Market Square works nicely with any trasher, but the nice thing about Bonfire is it's always available, so you don't need to collide your Market Square with your trasher; you just need to collide it with $3.  I wonder how double-Market Square compares to Market Square-Silver (assuming no stronger openers are available).

Bridge/Highway/Bridge Troll/Ferry-Inheritance: Now you can inherit more expensive cards (note, however, that the cost reduction doesn't affect the cost of Inheritance itself).  Ferry is particularly effective since you don't need to collide it with your $7 hand.  As an added bonus, Estates are often free in games with cost reducers (except Ferry).  Of course, even when this combo's available, the delay might not be worth it, but it can still be very helpful on the right board (i.e., a longer game with strong $5 cards and weak $1-4 cards). 
Note that I didn't mention Princess with the other cost reducers because I imagine that would almost never be fast enough to be useful.

206
Dominion Articles / Re: The Haiku Card Challenge
« on: March 30, 2015, 12:45:19 pm »
Tactician
An autumn harvest
Means a sacrifice in spring
Unless you cheat it

207
Variants and Fan Cards / Re: Really bad card ideas
« on: March 23, 2015, 10:42:11 pm »
Rat King's Fortress
Action - $4
+3 Cards
+3 Actions
Gain a Rat King's Fortress.
Do this three times: Trash a card from your hand that is not a Rat King's Fortress (or reveal a hand of all Rat King's Fortresses).
                                                                                     
When you trash this, put it in your hand.

Note: There are 60 copies of this card in the Supply.

208
Dominion General Discussion / Re: List of card art avatars
« on: March 23, 2015, 06:50:05 pm »
Hey, all!  I've been lurking here for a while, but just decided to make an account.  I'm using King's Court (blue-robed scribe).

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