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Messages - Eistee

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26
...doesn't this only work twice for the +2 Actions basically? And a Coditional Draw Two Cards-Village for (5) Seems weak. The punishment just isn't hard enough, especially in comparison to Torturer.

Maybe something like "Each other player discards a card. If the discarded card does not cost 3 or more, he gains a Curse, putting it into his hand. Afterwards, each other player draws a card." But that's a totally different card.

I, in general, love such "dilemma cards". But they are extremely hard to create in Dominion.

//Edit: Did you maybe forget the curse-gaining in your first post?

27
Variants and Fan Cards / Re: "New Upgrade Mechanic" - Swag
« on: September 10, 2012, 05:22:30 am »
Reserved this post. Also, updated the first post (typos and stuff).

28
Variants and Fan Cards / "New Upgrade Mechanic" - Swag
« on: September 10, 2012, 05:10:24 am »
Hello guys,

I'm still working on an own Expansion, and this is a "theme" I came up with a while ago. It's kind of the counterpart to the "Obstacle"-Theme (you can read about my plans here).

You might have recognized that I have put "New Upgrade Mechanic" in quotation marks. I did so because it's not actually a completely new mechanic. But see for yourself, I'll do it how I like to do it best: I show you my stuff, you understand it on your own. By the way, as I'm not a native speaker, I'm not sure if the word swag fits my idea perfectly. I wanted "Loot", but that's been taken by Donald a few weeks ago. Evil Donald!

Ah, Im still talking. Let's get to the cards!

Rest
Action - (4)
+1 Buy
Trash up to two cards from your hand. For each card trashed this way that is not a victory card: +1 (Swag Token).
-----
When you discard this from play, you may gain Swag.

Comment: A simple trasher. Might turn out a bit strong, I guess, but at least it does not net you anything from estates, but it sure does love the Curse. The first version only worked on treasure, I might even like that more. What's your opinion?

Dungeon Map
Action - (5)
+1 Card
+1 Action
+1 Coin
-----
When you discard this from play, choose one: +1 (Swag Token), or gain Swag.

Comment: The basic Swag-Gainer. Yes, I love Peddler Variants.

Monster Lair
Action - Attack (5)
+2 Coins
Each other player discards down to 4 cards in hand.
Look at the top 4 cards of your deck. Discard them, or put them back in any order.
-----
When you discard this from play, choose one: +2 (Swag Token), or gain Swag.

Comment: The top isn't spectacular for a (5), but the bottom sure is nice.


-Swag Cards-

Kilos of Copper
Treasure - Swag (0)
Worth 1 Coin.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 1 (Swag Token) on your Backpack Mat.

Sack of Silver
Treasure - Swag (0)
Worth 2 Coins.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 2 (Swag Token) on your Backpack Mat.

Gallons of Gold
Treasure - Swag (0)
Worth 3 Coins.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 3 (Swag Token) on your Backpack Mat.

Piles of Platinum
Treasure - Swag (0)
Worth 4 Coins.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 4 (Swag Token) on your Backpack Mat.

-Comment about Swag-

First, let's clear up the rules. When you discard a "Swag Gainer", you may either put X (Swag Token) on your Backpack Mat, or "gain Swag". Gaining Swag (and Swag in general) has the following rules:

-Gaining Swag happens when a card tells you to do so.
-You can only gain Swag when "Gaining Swag". Sound logical, but still.
-Swag is NOT in the supply. Each Swag pile consists of 12 cards per Swag.
-Yes, Piles of Platinum being worth 4 Coins is intentional. 5 would be too much for province games, I think. (Opinions?)
-You may spend as many Swag tokens as you wish. You can see on each Swag card how much you have to spend for it. Example: You have 5 Swag Tokens. You can gain 5 Kilos of Copper, or 2 Sacks of Silver and 1 Kilos of Copper, or 1 Gallons of Gold and one Kilos of copper, or 1 Piles of Platinum and one Kilos of Copper, and so on. However, you do not have to spend all your Swag Tokens once you gain Swag.
-Gained Swag is put into your discard pile.
-At the end of "Gaining Swag", you lose all your Swag Tokens that are left. Yes, you can declare that you want to "Gain Swag", spend no tokens, and then lose them all. There's no point in doing so, but it is possible.
-You may have a maximum of 8 Swag tokens on your Backpack Mat. (Opinions?)
-One more thing: Gainin Swag is at the bottom of the card because it would be insane with Throne Room or King's Court if it wasn't. It's okay with "Rest", because you'll eventually run out of fuel.

I personally like the idea of "Upgrading" a lot and I'd like to see more fan-made upgraders. This is my take at it: You don't always get the same card, and patience might be good when playing with swag. I put +Buy on every Swag for two reasons:
1) You might even consider to gain a Kilos of Copper when you desperately need +Buy. Without it, nobody would ever gain Kilos of Copper without Gardens. And that's sad for the Copper.
2) If you took your time to get a Piles of Platinum instead of a Kilos of Copper, you sure want to use it. All that patience for a Province bought with 13 Coins? Nah.

I'm pretty sure you've noticed the "Symmetry": Kilos of Copper, Sack of Silver, and so on. I'm not sure if the names are good as they are, and I'm happy about every suggestion. Is "Gallons of Gold" even possible... ?

I welcome every opinion about this idea and criticism is always welcome. Do you have ideas for new Swag, like a Swag for (5) with a Special Ability? Or do you want to fix a Swag-Gainer? Or do you even have a new one?

Thank you for your time and thanks in advance for your reply!

29
Variants and Fan Cards / Re: Card Idea: Gambler
« on: September 06, 2012, 01:00:05 pm »
Seems weak, to be honest. I like the second effect for its randomness, but the first one... I don't really like it. It's a bit like Navigator, and people don't even like that card that much.

I'd make it  a Terminal Silver and let the second effect give +1 Coin on Treasure-Hit.

30
Variants and Fan Cards / Re: Dominion - Entering the Dungeon
« on: September 02, 2012, 03:56:09 am »
I don't want to be an attention-grabber, but I'd like to hear some more opinions on the cards, especially the three new ones.

Thank you! =)

31
Variants and Fan Cards / Re: Dominion - Entering the Dungeon
« on: August 28, 2012, 01:07:04 pm »
Now it REALLY is updated.

Also, Obstacle rules are set now. You play with 10 per player, unlike Curses and Ruinses (with curses, you have 10 per player -10).

32
Variants and Fan Cards / Re: Dominion - Entering the Dungeon
« on: August 28, 2012, 12:55:34 pm »
Hello, guys.

1. Ghost Town is "fixed", it isn't discarded anymore. However, now only one is enough for the curse-effect. If that is a good thing, I don't know. Anyone have any ideas on how to improve Ghost Town so that its "While in Play"-Effect gets better without being overly broken? It does not have to stay a curser.
2. I bumped "Sperate" to (5) in its current version and added a second one. I like the original one more, though.
3. Three new cards: Bandit Hideout, Fountain of Fortune and Loot!
4. I need your general opinion: Is a card that gives Obstacles automatically an attack?

33
Variants and Fan Cards / Re: Dominion - Entering the Dungeon
« on: August 27, 2012, 04:34:39 pm »
The Obstacle idea is cool.  You'd have 10 per player, I assume?  They're better than Ruins, more or less, so the attacks that dish them out can be more aggressive.  And occasionally they can make a real difference, such as with Conspirator, Peddler, TR/KC, HoP, etc.

When would you ever NOT take an Obstacle when you play Scallywag, BTW?  With Ghost Town and Hallway in the mix, they could be liabilities, and they could stall out a Hunting Party stack, and terminal draw might choke on them too -- but most of the time they won't hurt your deck and might even help, so it's strange for a card to present the choice as if +$1 for an Obstacle is a trade-off.

First of all, thanks for the positive reaction. And yes, there are 10 obstacles per player, forgot to write that down.
You're kind of right with Scallywag, though. I though that since you discard them to him, you basically lose 1 Card if it's in your hand, which isn't true. They still can be a liability in Village-less games since they screw up your terminal draws. Guess I gotta think about that "You may" a bit longer. Crossing it out for now.

34
Variants and Fan Cards / Dominion - Entering the Dungeon
« on: August 27, 2012, 04:16:15 pm »
Entering a Dungeon is dangerous. You never know what might happen - is this way the right one? Or that one over there? That Scallywag earlier told you to always head right. But isn't right on the left side and left on the right side once you turn around? You slowly get doubts about your decicion. All you know is that at the end of this cave, treasure awaits. However, you don't even know what kind of treasure. The one who told you about it actually seemed quite confused, now that you think about it. Whith his pile of hats in the backyard and a stuffed penguin on his shoulder. What if all you find is a stupid hat at the end? Or even worse, a letter telling you that friendship is the real treasure? While we're at it, you seem to have lost some of your companions on the way. Not that it matters. The greater good, and stuff. They had to go. You're the boss. Is that light back there? Not that I'm getting my hopes up. It's probably just a damn Obstacle again. Stupid obstacles, startin' to get on my nerves, always in the way.

As soon as I find my way out again, I'm going to buy a hat to show this place who's boss.

---

So, you're over the cheap, Donald-Rip-Off-Intro-Text now, hm? Wanna see some cards? Alright, here you go, my friend! But keep in mind that this Dungeon is yet to be fully explored. If you find a hat on your way, hand it to me. I like hats.


-Seperate V1-
Action - (3)
+1 Coin
Reveal your hand. If there are no duplicate cards in it, gain a Gold. Otherwise, gain a Silver.
-


-Seperate V2-
Action - (5)
Reveal your hand. If there are no duplicate cards in it, gain a Gold. Otherwise, gain a Silver.
+2 Cards
-
A Menagerie rip-off, obviously. Priced at (5) because drawing cards and gaining Silver / Gold might turn out quite strong, actually, even though always gaining the same kills the variety needed in your deck to gain Gold.
The second version is weaker. I won't make it a card without an effect on its own, because that's boring. +1 Buy is no good on this. +1 Card is boring. +1 Coin seems okay to me. +1 Action is too good, I think.


-Companion-
Action - (4)
+1 Card
+1 Action
If this is the first time you play a Companion this turn, name a card.
---
While this is in play, the card you named when you played the first Companion costs (1) less, but no less than (0).
During your Clean-Up Phase, you may trash this. If you do: +1 Card.
-
Yeah, I posted this card before, but now I plucked a "You may trash" on it for more Fun. Also, sometimes you have to sacrifice your friends to move on. That's just like it is. Or isn't it? Would they help you more in the long run? Who knows...


-Fountain of Fortune-
Treasure - (5)
Worth: (0)
When you play this, gain a Silver, putting it into your hand.
---
When you trash this, every other player gains a Copper.
-
It's a pretty simple card. I don't think it is too weak, but I'm not sure. I added the "On-Trash" because it's a Fountain of Fortune. And well, it gives something to everybody.


-Loot-
Trasure -Victory - (3)
Wort: (1)
When you play this, reveal the top card of your deck. If it is a treasure, put it into your hand. If it is an action, put it back or discard it, your choice. If it is neiter a trasure nor an action, discard it.
---
1 VP
-
A "simple" card. Since it's loot, you never know what you get, so it's a bit of everything. It's a treasure that plays like an action that also gives VP. I like it... do you also?


OBSTACLE CARDS


-Obstacle-
Action - (0)
+1 Card
+1 Action
(This is not in the supply.)
-
There are 10 Obstacles in play for each player, unlike Curses and Ruinses. With two players, you have 10 Curses, but 20 Obscacles. With 3 player, 20 Curses, 30 Obstacles, and so on...
This one seems pointless, doesn't it? It actually is, without the following three cards. But move on...


-Hallway-
Action - Attack - (3)
+1 Card
+1 Action
Every other player gains an Obstacle.
Every other player reveals his hand. If he has at least one Obstacle in his hand, he trashes one of them and gains a curse.
-
Obstacles on their own aren't that bad as long as you know a way around them. Sometimes, however, they will block your way through the dungeon. Ah, I'm not sure with the name of this one, by the way.


-Ghost Town-
Action - Duration - (4)
+1 Card
+1 Buy
+1 Coin
Every other player gains an Obstacle
At the start of your next turn: +1 Action
---
As long as this card is in play, whenever another player plays an Obstacle, he gains a curse and may trash the Obstacle.
No matter how many Ghost Towns are in play, a player cannot gain more than one curse per played Obstacle.
-
When you enter a Ghost Town, you're quite positive about it at firest - all the stuff possibly waiting for you to be grabbed! After a day in that spooky, lonely place whithout anything valuable you can't wait to get out. You'd even ask that Margrave or that Smithy-Guys you never really liked to help you.


-Scallywag-
Action - Attack - (5)
+3 Cards
Every other player may discard an Obstacle. If he doesn't, he gains an obstacle and a curse.
You may gain an obstacle. If you do: +1 Coin
-
That's the guy who told you about this godforsaken place! Guess all he wanted in the end was your hat.


-Bandit Hideout-
Action - Reaction - (5)
+1 Card
+1 Action
+1 Coin
Every other player gains an Obstacle.
---
When another player plays an Obstacle, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card, +1 Action and return this to your hand.
-
If you're not hindered by an Obstacle, the Bandit's won't do much. However, as soon as your sight is blocked, they pull out their strongest moves to bring you down!


So, what do you think? About the "Obstacle", especially? Criticism is always welcome.

35
Variants and Fan Cards / Re: Companion
« on: August 21, 2012, 03:12:25 pm »
Alright, changing Companion so that it can work with VPs. Really makes it a lot more playable.

Naming one card per Companion-Play would make it confusing with KC (and really strong), I think.

36
Variants and Fan Cards / Re: Companion
« on: August 21, 2012, 02:57:58 pm »
I think you should be able to name VP cards.

Any opinions on this?

It might actually make the card better and more playable.

37
Variants and Fan Cards / Re: Companion
« on: August 21, 2012, 02:53:04 pm »
It's not the first time you play a Companion if you Court it, so you don't get the bonus - compare it to Conspirator and Goons + KC.

The third Conspirator you play with KC activates the chain.

Actually the second play of Conspirator under a KC activates the chain: the KC itself counts for 1.

Wow, how did I miss that. Of course you're right.

38
Variants and Fan Cards / Re: Companion
« on: August 21, 2012, 01:33:40 pm »
It's not the first time you play a Companion if you Court it, so you don't get the bonus - compare it to Conspirator and Goons + KC.

The third Conspirator you play with KC activates the chain.

However, a KC'd Goons won't give you three VPs per card bought while it is in play.

So, if you KC' a Companion, you do the following.

1) +1 Card, +1 Action, name a card.
2) +1 Card, +1 Action
3) +1 Card, +1 Action

@eHalcyon
I wanted to avoid that wording because it would make games extremely confusing. Let's say you have seven Companions in play with that wording - remembering all the named cards would be extremely difficult.

39
Variants and Fan Cards / Companion
« on: August 21, 2012, 12:36:21 pm »
Companion
Action - (4)

+1 Card
+1 Action
If this is the first time you play a Companion this turn, name a card.
---
While this is in play, the card you named when you played the first Companion costs (1) less, but no less than (0).
-

So... it's pretty much a Peddler/Highway Variant which works quite well with "Workshop"-like cards and even better with "Remodel"-like cards (since the other cards keep their price). However, since only one card is cheaper, it's weaker than Peddler if you want to buy different cards. If you could gain Victory Cards with this, it definitely would be too strong, I think. (4) is not a high price, and only a few would be enough to make Provinces WAY too cheap.

Any thoughts?

PS: Oh, and Band of Misfits could be a lot of fun with this.

40
Variants and Fan Cards / Re: Painful Choice
« on: July 19, 2012, 03:00:32 pm »
Oh, hm, you're kinda right... you really can "target" a player here. Hm, damn. Haven't though of that so far.

41
Variants and Fan Cards / Painful Choice
« on: July 19, 2012, 02:54:42 pm »
Action
Cost: (3) or (4) ?

+1 Card
+1 Action

Every other player chooses one: he discards a card; or you draw a card.

--------

At first glance, it seems really, really strong. It's either a Laboratory, or a Cantrip that discards a card from your opponent's hand. However, when it isn't a Laboratory, it most likely isn't one for a reason - because your opponent actually had a shitty card in his hand. So, when the game starts, players discard their estates. When the game is about to end, players discard their green cards. It can be pretty tricky for this to become an extremely good or important card - that's why I think even (3) might be an okay price. Shanty Town is somewhat of a similar opener... but then it also isn't. Hm. And if you open "Double-PC", where's your money? It might be too weak for it not being allowed to double-open with.

This card gets a lot stronger in Multiplayer games. However, in those, it is pretty likely that you won't have many of them. And many official cards have that problem as well - Cutpurse, as you all know, can be pretty insane with three/four players. Also, it makes for pretty interesting mind-games: Do I discard two of my cards now, or should I wait for the next player so that he won't draw half his deck?

 One more thing: I think that this card shouldn't be an attack, it's just too weak (/optional) to warrant a Moat.

Well, that's all for now, What do you think?

42
Game Reports / Re: Wait, what was that....
« on: March 08, 2012, 03:35:14 pm »
That somehow reminds me of those guys every now and then that wish for a card that's definitely not in their deck with Wishing Well (like that one time where someone wished for stuff in the Black Market Deck when he never bought a Black Market...). Trust me, there is no strategy behind moves like that, some people just do it to "troll" or something like that, I guess...

43
Dominion Articles / Re: Combo: Cartographer/Tunnel
« on: February 28, 2012, 12:08:27 pm »
You're missing "Minion (already used one)"

Great list!!  8)

44
Puzzles and Challenges / Re: A ____ but not a ____ Riddle
« on: February 13, 2012, 08:48:01 am »
Someone please send me the system, I don't get it.

45
Seriously, guys.

I can't read a single "fun" thread on this forum anymore because it will eventually be filled with

1. someone pointing out that someone is wrong (like here, with festival)
2. arguments wether this card or another card is better in BMU
3. people pulling out simulator data no one reading this thread cares about
4. more arguing

Yes, I know that discussing the strength of cards is nice. But please, do it in a thread that was created for it... This thread is named "What you think you've done/What you've actually done", and not "Post statements. Let other people discuss wether they are true or false"

Sorry if I sound butthurt (I'm sure I do), but I find this quite annoying. I wanted to have a good laugh, but that isn't possible when only every 10th post actually has something to do with the topic.

46
Outpost is also very good with Caravans.

47
Dominion General Discussion / Re: Homage to the Best Card
« on: January 22, 2012, 06:16:02 am »
Been a while since someone posted here...








48
Dominion General Discussion / Re: News on forthcoming expansions
« on: January 15, 2012, 01:45:15 pm »
Will "The Guilds" be a small expansion then?

49
Variants and Fan Cards / Re: My Fan Expansion
« on: January 09, 2012, 01:25:03 pm »
I see no poblem with "Action Card", University uses that word as well.

Really nice cards!

50
To everybody who doesn't get it: You do get the whole Embargo effect three times when you King's Court it because it is missing the "If you do". For example, a King's Courted Mining Village can't give you +6$, since you can't trash it if you already trashed it, so "you don't".

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