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Messages - majiponi

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451
Variants and Fan Cards / Re: Workshop with an interaction
« on: June 01, 2018, 12:16:05 pm »
So, it should be like this.

Quote
Angel's Workshop
cost $4 - Action
Gain a card costing up to $6.
Each other player may gain a cheaper card.

At first, it was $3. It looked like a Leprechaun variant. Soon I realized it was too strong for $3. So I haggled so that everyone can have oppotunity to buy 2. But I didn't consider 2-3 player games. It was a must-buy almost every time. Next, I tried Potion costs, removing cost regulation. Too swingy. Someone always cried, "Hey, where is my Province?" when I gained Colony.
Junking was another problem. Some people hated. I thought that was not so big matter. Giving Coppers gaining Silvers isn't so strong. Is this stronger than Marauder? Anyway, I removed Attack type. "May" weakened it a little bit, but still it was fun.

452
Variants and Fan Cards / Workshop with an interaction
« on: May 30, 2018, 12:23:35 am »
Quote
Angel's Workshop
cost $2 - Action
Gain a card costing up to $6.
Each other player gains a cheaper card.

Q1. Are there any problems on giving cards? If yes, ...
Q2. Do you have any idea to give opponents some benefits?
Q3. Is the cost proper?

453
Rules Questions / Re: Inheritance interaction
« on: May 14, 2018, 09:40:50 pm »
How about letting the turn player decide which behavior happens like what happens first when multiple things are triggers at the same time? For example...

King's Court
--Band of Misfits
----Mining Village(trash)
--Band of Misfits
----Throne Room
------Herald to reveal Graverobber
------Herald to reveal Throne Room
--------Throne Room
----------Band of Misfits

"I declare it not to be the first one." (revealing another from hand)

------------Mill (discard Band of Misfits and another card)

"I declare the discarded Band of Misfits to be the first one." (revealing it)

--Band of Misfits (failing to play from hand)
...

This is very annoying, but I believe everyone who can execute this combo can play like this.

454
Rules Questions / Re: Inheritance interaction
« on: May 13, 2018, 11:44:36 am »
By the way, after trying to play Feast-inherited-Estate twice via Ghost, do I get +1 Action, +1 Card from Conspirator? I don't remember well.

455
Rules Questions / Re: Inheritance interaction
« on: May 12, 2018, 04:13:25 am »
Oh... what I posted makes us discuss a lot.

I like Inheritance. I've never imagined it needs a fix. As Donald points out, the problem is, MANDARIN, which moves cards from play. I also agree that we will never see this lunatic interaction again. The simplest way to overcome this problem is...

When you gain this in your buy phase, topdeck all Treasures  in play.

Mandarin errata like this. This changes the fewest.

456
Rules Questions / Inheritance interaction
« on: May 11, 2018, 11:36:26 am »
Quote
I've found an undefined behavior on dominion.games.
I played Throne Room to play a inherited Estate(Crown), to play Herald, to reveal and play University, gained Mandarin (topdecked that inherited Estate), played Herald (second time), drew the Estate, revealed and played Ambassador, returned the Estate, and played it (second time) AS THE CARD MY OPPONENT HAD INHERITED.
(This is the summary of this twitter post.)

I don't think I can play other player's card, but I am not sure.

And more, I've noticed another problem. If I have another Estate in my hand, we cannot tell which Estate I played (on dominion.games). Did I play the returned Estate? I mean, do I play Estate as Crown, or play Estate as "solid Estate" (so I fail to play it again)? (Maybe too complicated question...)

457
Just have many Coin tokens, trash your deck with Raze. Travelling Fair enables you to gain everything.
I think banning startup is needed.

It is:
  • The turn you take is effectively the first turn of the game.  So, you have no Durations in play, cards on mats, tokens on piles, etc.  And your opponent did nothing on their last turn (matters for Smugglers, Treasure Hunter).

Oh, I didn't notice. Then, I'll say f(2) is very huge. At least 30, I guess. (Hint: my puzzle thread)

458
Just have many Coin tokens, trash your deck with Raze. Travelling Fair enables you to gain everything.
I think banning startup is needed.

459
Solo Challenges / Re: Buy 8 Colonies on turn 1 with a single Event.
« on: May 01, 2018, 11:32:44 am »
This is what I prepared for. I hope it has no mistake.

https://blogs.yahoo.co.jp/majiponi/15297046.html

Maybe Magic Lamp saves some kingdom spaces...

EDIT: Oops, I intended to say "gain 8", not "buy 8".
Replace the last 2 Remakes to 2 Bridges to "buy" Colonies.
Or replace the last 2 Bridges to 2 Remakes to "gain 12" Colonies.

460
Variants and Fan Cards / Re: Sultan
« on: April 29, 2018, 06:01:24 am »
Sultan, 4$, Action
+1 Card
+1 Action
You may discard a card to gain a Treasure costing up to 1$ more than it.
Although I know a famous card named Sultan, I'll write some.

Q1. Will Council Room be like...
+4 Cards, +1 Action, each other player gets +1 Buy?

Q2. Will Hunting Grounds be like...
+3 Cards, +1 Action. ...?

Q3. Does discarding really need? Playing another card needs a Village. I don't think this is so strong. There are very few cards which have multiple +Bonuses.

461
Solo Challenges / Buy 8 Colonies on turn 1 with a single Event.
« on: April 27, 2018, 11:27:27 am »
We have a way to buy 8 Colonies on turn 1 with 2 Events.
Do we really need 2 Events? I don't think so.

With your perfect shuffle luck and an Event, buy all Colonies.

462
Rules Questions / Coin of the Realm & Leprechaun
« on: April 10, 2018, 12:06:28 pm »
Can I call multiple Coin of the Realm after resolving an Action? I have a Leprechaun in my hand.

463
Variants and Fan Cards / Re: 4 ways to play around with coin tokens.
« on: April 06, 2018, 03:50:47 am »
I may have worded it poorly. I intend that by requiring you to discard Credit Slip you can only do it once a turn regardless of how many cards you purchase.  That way it would be only after purchasing a few and having some lack lustre truns that you could finish the game with them at platinum strength.
Hint: Open Chapel and Credit Ship. Buy another, trash others, and buy Copper multiple times to discard Credit Ships many times.

464
Variants and Fan Cards / Re: 4 ways to play around with coin tokens.
« on: April 05, 2018, 11:39:58 pm »
Crones' Ledger $4
Action - Attack
When you buy this each other player may not spend coin tokens on their next turn.
Choose one -
Each other player gains a curse and a coin token
or
Each other player loses a coin token and you gain a number of coin tokens equal to those lost in this way.

Credit Slip $4
Treasure
Whenever you buy a card you may discard this from your hand to gain 2 coin tokens.
When you play this it's worth $1 for every 2 coin tokens you control up to a maximum of $6.

I can gain Province trashing Gold with Butcher even if you bought Crones' Ledger on your last turn, right? Only 1 turn if you bought 2? Not applied to Outpost turn, right?

Credit Ship should have Reaction type. And too strong. It is like Merchant Guild. Both earns $2 when you bought 1 card, but Merchant Guild doesn't give you 2 coin tokens. And after discarding, Credit Ship earns more than Platinum. Overpowering, even considering it doesn't earn any $ when discarded. I think up to $3 or $4 works.

465
Dominion General Discussion / Re: When are Travellers ignorable?
« on: March 22, 2018, 09:42:45 am »
Market Square and Hermit. See Mr. Sangatsu's movie.
http://sp.nicovideo.jp/watch/sm21055970

Or, boards with Witch and no trasher. Or boards with Knights.

466
Dominion General Discussion / Re: Playing the new Guilds & Cornucopia!
« on: March 22, 2018, 09:28:15 am »
So, I "get" a coin token when I play a Baker while I am possessed, right? Rule changed AGAIN?

467
Arcane Chest: As others have already said you basically just name victory with this early in the game and then name treasure/action later and it's rarely going to be a particularly interesting decision. I think that type naming is always going to be a bit of a dud because of this but I can something like this working if it's a bit more like Contraband, Contraband is certainly something that can be improved upon.

I agree. How about giving your opponent an incentive to name a good type? For example, 1 cost reduction on her turn. Or +$1 at the start of her next turn if you buy a card with that type? Or not a type to reduce but a card not to do.

468
Variants and Fan Cards / Re: Holunder's cards
« on: February 21, 2018, 11:03:56 am »
Does Phoenix need draw and set aside?

Quote
For each 2 different named cards in play, set aside the top card of your deck.

How about this phrase?

469
Variants and Fan Cards / Re: MJ's Cards
« on: February 12, 2018, 10:47:50 am »
A cantrip trasher, whose idea I've got from another player.

Quote
Cursed Broom
cost $3 - Action - Reaction
+1 Card
+1 Action

You may discard a card to trash another from your hand.
-
When you gain a card, you may reveal this from your hand, to put it onto your Broom Mat and gain a Curse.
When you ask a Witch to help you, you have to pay something. Sometimes your hand, sometimes your vps.
This card shines with draw-until-x cards, especially with Watchtower. You can still react again when you gain a Curse from this, revealing Watchtower to trash it (even if Cursed Broom loses track of a Curse, you can reveal this to gain another).

Is it uninteresting, or broken? what do you think?

470
Puzzles and Challenges / Re: Easy Puzzles
« on: February 10, 2018, 11:38:04 pm »
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)

I bought a Villa, topdecking a Watchtower, played the Villa, Enchantressed, played the Watchtower, and played a Bat.

471
Variants and Fan Cards / Re: Holunder's cards
« on: February 08, 2018, 01:14:42 am »
I like Efreet, but Djinn is definitely too strong for $5. Artisan costs $6 and makes you put a card on your deck. Wishes gain cards costing up to $6 (Artisan is up to $5).
Efreet is very strong, but I think it's balanced enough by costing $6 and needing a Djinn. But needing a Magic Lamp is not enough of a drawback for Djinn.

On another note, my favorite card of yours is Owl, although I think it needs tweaking (as-is, it's probably too strong for $4 and too weak for $5). I'd suggesting moving the hex mechanic to Djinn, have Djinn say either "Receieve a hex. Gain a Wish" or "You may receieve a hex to gain a Wish" with some simple alternate effect. Then do something a little different with Owl.

How about "You may play a Magic Lamp from your hand. If you do, gain a wish." clause?

472
Puzzles and Challenges / Re: Easy Puzzles
« on: February 04, 2018, 07:53:06 pm »
I did have the particular mechanic that enables this come up in a game (not the exact scenario though).

Turn 1 - I buy a Silver.
Turn 1 - My opponent buys a Silver.
Turn 2 - I play the Silver I bought on turn 1.

How did this happen?

Travelling Fair, I suppose.

Then, how about this?

Turn 1 - I buy a Gold.
Turn 1 - My opponent buys a Gold.
Turn 2 - I buy a Gold.

473
Variants and Fan Cards / Re: Really bad card ideas
« on: January 30, 2018, 08:41:52 am »
Possession Alternative
cost $6P - Action
Gain a card.

474
Variants and Fan Cards / Re: Really bad card ideas
« on: January 14, 2018, 06:06:21 pm »
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.
If they don't, they reveal their discard pile and return all revealed El Dorados to the supply.

I hear you can see El Dorado from that Watchtower...

Nobody can end this game if more than 2 players exist. Trader, Watchtower, please help us.

475
Puzzles and Challenges / Re: Easy Puzzles
« on: January 08, 2018, 11:05:23 am »
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.

To trash Urchin, whose pile has some Embargo tokens.

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