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 - majiponi

Filter to certain boards:

Pages: 1 ... 11 12 [13] 14 15 ... 33
301
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 04, 2019, 09:57:46 pm »
Young Smithy
cost $3 - Action
Reveal the top 3 cards of your deck. Discard one, and put the rest into your hand.


EDIT: Withdrawn

302
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2019, 11:39:57 am »
Haunted Dresser
cost $2 - Action
Reveal a card from your hand and put it onto your deck.
If it is...
an Action card, +2 Villagers
an Victory card, +1vp
an Treasure card, +2 Coffers
(Heirloom: Drawer)

Drawer
cost $3 - Treasure - Heirloom
$1
Draw 1 extra card for your next hand.

303
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 24, 2019, 07:41:46 pm »

Quote from: ShadowHawk
I don't think setting Schola aside is needed.  Playing an expensive card via this seems nice, but you have to have them in hand together.  Until that, Schola is dead.  I prefer just buying the target card.

Good point. How about this?


Nice, but I wonder it should let you play a Potion-cost card or a $6 card.

304
Rules Questions / Re: Tormentor
« on: October 23, 2019, 11:17:33 pm »
So, "the other cards" is not "non-Tormentor cards", right?

When I resolve a Tormentor, if I have...

nothing in play (I don't know how to play a Tormentor without putting any cards on play.) or 1 Tormentor only,

I gain an Imp, and otherwise I hex others, right?

305
Rules Questions / Tormentor
« on: October 23, 2019, 10:53:40 pm »
+1 Action token on Tormentor
I played a Tormentor.
I played another.

1. Do I gain an Imp? Or hex other players?
2. How about playing Tormentor via Overlord?

306
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2019, 11:52:06 am »
Quote from: scolapasta
A little bit wordy, but I like it.

Quote from: ShadowHawk
I don't think setting Schola aside is needed.  Playing an expensive card via this seems nice, but you have to have them in hand together.  Until that, Schola is dead.  I prefer just buying the target card.

Quote from: 4est
This looks like a Smuggler as it helps the second player.  I like Smuggler.  However, this kills some cards like Familiar.  I just buy Falconers to play my opponent Sally's Familiar.  She knows, so she never buys Familiar.  In Smuggler games, you still want to buy a 5 or 6-cost card, because you may be able to re-Smuggle.

Quote from: spineflu
Compared to Innovation, this seems less attactive.  Playing an Action card after buying something is only useful when it is also an Attack or earns more money.  I prefer just buying that Attack.
Note: Avoiding a pointer to a pointer is an acceptable reason to write "non-Command".

Quote from: Commodore Chuckles
Maybe too strong, but trash-for-benefit BoM is amazing idea.  I like it.

Quote from: Gubump
Not bad.

Quote from: Fragasnap
"Before you played this" seems "before re-playing of this", which enables the leftmost General to replay itself.  Is there a good way not to confuse players?

Quote from: Aquila
This cannot avoid loops.  (But playing this with Ironworks is very attactive.  I like it.)

Quote from: DEGwer
Don't forget that some games don't have 2 or 3 cost Action cards in Supply.  But not bad.

Quote from: Gazbag
Wow! A Throne Room with an extra ability!  I like Thrones!

Quote from: mail-mi
Nice, but too overpowering.  With Smithy, this is "+6 Cards".

Quote from: grep
A BoM with a Heirloom! Nice card, but I don't know when to go for it.

Quote from: anordinaryman
Nice card, but this often slows down games.  I cannot decide which to let you play so fast.

Quote from: NoMoreFun
Shadow Realm
Action/Command - $3
You may reveal an Action from your hand to play it, then play the Shadow card with the same cost, leaving it there.
-
Setup: For each Action card cost present in the supply, set aside an extra non-command Action with that cost; these are the Shadow cards.
Wow, this is similar to Potion, as this enables you to access non-Supply cards.  I like it.

Quote from: grrgrrgrr
Far less interesting than Inheritance.  You usually have a few Estates when you inherit.  You usually have at most one Duchy when you buy Civilization.

Quote from: naitchman
Setting aside 5 Coppers with Miser makes it terminal Platinum.  Nice.  Setting aside with YoP makes it Council Room when you first play YoP.  ...I prefer just buying Council Rooms or something.

Quote from: Something_Smart
Zealot
Types: Action, Duration, Attack, Command
Cost: $4
At the start of your next turn, +1 Card, +1 Action, and +$1. Until your next turn, the first time each other player plays a card on their turn, they ignore its effect and may play a cheaper non-Command card sharing a type with it from the Supply, leaving it there.
This punishes engines too harsh.  Some boards doesn't have cheap +Action cards.  Enchantress is ok because it provides an incentive to gain more Action cards.





This week's winner is Commodore ChucklesGazbag is the 2nd place.  Congraturations!

307
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2019, 10:47:15 am »
I'll post my judgement within 12 hours.

308
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 19, 2019, 06:52:58 pm »
Oh nice. This was my first alternate for last week anyway.







Quote
Practise • $3 • Event
Play a non-Command, non-Duration Action card whose cost is $4 or less from the Supply, leaving it there. Take the Bow or the Rosin.
Quote
Bow • Artifact
At the start of your turn, +1 Buy. When you buy Practise, you may play a card whose cost is $5 or less instead.
(Follow all other restrictions on Practise)
Quote
Rosin • Artifact
At the start of your turn, +1 Buy. When you buy Practise, you may play the selected card twice, leaving it in the Supply.
(Follow all other restrictions on Practise)



Notes:
  • Bow lets you bypass Potion costs. This is intentional. cleaner to get rid of this and fix the "play debt cards for free"
  • Rosin probably doesn't need the reminder text Rosin now actually uses its reminder text
  • Practise now can't play Duration cards, because the tracking on that would be a mess.

Big shout-out to Fragasnap for making me think what an event/command card would look like, and to Gubump + scolapasta for reminding me that: Hey Debt exists and you should probably fix this.

In my dreams, I have a Plan, if I got me Wine Merchant ah, I wouldn't have to work at all, I'd Fool around and have a Ball...

Too easy to loop.

309
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2019, 11:43:38 pm »


Ideally, for theme, there would be a University mat or a Schola mat, but this game has enough mats as it is so I left it for the Tavern mat.

The Scholasticus collects research and students in the forms of Actions and then directs them. You need at least 2 of them to make the Command portion work.

Scholasticus cannot avoid loops.
Put +$1 token on this. Play this to set aside it. Play another, choosing that Scholasticus, choosing it, ...

310
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2019, 11:55:08 am »
So, I can post an mission and judge, right? Then...

CONTEST #48 DESIGN A COMMAND
Donald added a new type, Command, to Band of Misfits, Overlord, and Captain to avoid infinite loops. Let's enjoy this new card type. You can create either a card or a card-shaped thing. Your card should have "Command" in its text or its type, with a good reason to have that word.

311
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 13, 2019, 06:12:15 pm »
My submission:



I am new to here and enjoyed making images!

You should say "Otherwise" instead of "If you have..."

When you buy this, you resolve its effect from top to bottom. So, first, you take the Map and end your Buy phase. But you STILL HAVE TO resolve the rest. When you resolve the second sentence, you HAVE the Map, so you gain a Victory even if this is your first Buy of Land Surveying.

312
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 11, 2019, 05:48:50 am »
So, now every card with the same name has the same ability AND COST, right?

Old rule: I played Quarry via Storyteller, played Necromancer to Zombie-Mason my inherited Estate (cost $0), couldn't gain an Estate (cost $2) from Supply.

313
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 10, 2019, 05:31:54 pm »


For Excavation, you trash two treasures of any value that you have in play. Since the event cost's $5, you may get lucky and trash Coppers but you may have to trash something more valuable. You also have to trash a Victory card that isn't an Estate.

The Holy Relic's ability only applies to the standard bonuses a card gives. If the card lacks these bonuses, nothing happens. For example, Village would become +2 Cards, +3 Actions while Throne Room would remain unaffected.
You should say "If you did trash 3 cards, ..."

314
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 09, 2019, 11:54:14 am »
Five-year plan
cost $3 - Event
+1 Buy
Take Communism.

Communism
Artifact
This turn, put two cards onto your deck in any order when you discard them from play.

315
Puzzles and Challenges / Re: Easy Puzzles
« on: October 07, 2019, 12:03:13 pm »
Necromancer cannot play durations. It's an explicit restriction on the card.

Edit: the fix would be to replace the Tactician in the trash with Band of Misfits and put the Ferry token on Tactician.

Oops. Replay Overlord to play Rogue and Tactician instead.

316
Puzzles and Challenges / Re: Easy Puzzles
« on: October 04, 2019, 05:29:24 pm »
Does the Tactician have to have something to discard each time? Or can they be dead Tacticians?
Whichever is ok. I have both answers.

Quote
Setup: trash Mandarin

play Storyteller to play Scepter for +$2
play Necromancer to play Zombie Apprentice to trash Tactician
play Rogue to gain Tactician, revealing Watchtower to trash it

you have 4 Scepters and a Watchtower in hand

play Scepter to replay Storyteller
play Scepter to replay Rogue to gain Tactician, revealing Watchtower to trash it
play Scepter to replay Rogue to gain Mandarin, revealing Watchtower to trash it
play Scepter to replay Necromancer to play Tactician to discard Watchtower

you have 4 Scepters and a Watchtower in hand
repeat

317
Puzzles and Challenges / Re: Easy Puzzles
« on: October 04, 2019, 05:40:10 am »
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.

Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.

No. Captain cannot play a Duration card.

Ah, right. Okay, then:
Scepter, Captain, Quarry, Inheritance
Slight change to the first answer. Play Quarry on some setup turn to allow Inheriting Captains. Then, later, play Scepter to play Captain or Estate. Each Estate plays a Captain, which plays an Estate.


I think someone else came up with this idea on a different thread (probably the Rules Tweaks/Errata thread), but I don't remember who.
Nice. How about this?

... play  a Tactician any number of times in a single Buy phase.

318
Puzzles and Challenges / Re: Easy Puzzles
« on: October 03, 2019, 07:22:45 pm »
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.

Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.

No. Captain cannot play a Duration card.

319
Puzzles and Challenges / Re: Easy Puzzles
« on: October 03, 2019, 12:18:43 pm »
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.

320
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 30, 2019, 05:27:50 am »
Young Artisan
cost $2 - Action - Reserve
+1 Action
Put this on your tavern mat.
---
When another player gains a Province, you may call this to gain a card costing up to $4 into your hand.

321
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 25, 2019, 07:10:16 pm »
I inherited Haunted Woods.
I played Estate.
Sally bought a Province.
Doesn't Sally have to put her hands onto her deck, does she?

322
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 25, 2019, 10:58:55 am »
I played BoM as Fishing Village.
Jenny bought the last Fishing Village

The tracking issue still remains, I suppose.

323
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 20, 2019, 06:51:31 pm »
Quote
Shanty Library
cost $2 - Action
+1 Card
Put this into your hand.
If this is the first time you played Shanty Library in this turn, +2 Actions.
Revised a card named Animal Trail from https://s456.hatenablog.com/entry/2019/08/29/171427 .
It converts Actions to Cards.
Super strong? Maybe yes, but the second Shanty Library in hand will be useless. Not broken.
Super strong with Champion? Of course yes!

EDIT: forgot to add "once per turn" clause.

324
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2019, 11:23:39 am »
Extra Allowance
cost $2 - Event
Once per turn: Take your Allowance token. If you have 3, remove all tokens used in this game, and if the previous turn wasn't your turn, take another.

does this remove vanilla bonus tokens as well? or your –1 Card token? your Inheritance token? tokens on your Pirate Ship mat?

Oh, I just feel like oversleeping. I meant to say "all tokens you have", so yes, remove Debt tokens, journey tokens, -1 Card token, Pirate Ship tokens,  vanilla tokens, Coffers, Villagers, vp tokens, and so on.

325
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 12, 2019, 12:20:43 pm »
Extra Allowance
cost $2 - Event
Once per turn: Take your Allowance token. If you have 3, remove all tokens used in this game, and if the previous turn wasn't your turn, take another.

Pages: 1 ... 11 12 [13] 14 15 ... 33

Page created in 0.102 seconds with 18 queries.