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Messages - Nflickner

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126
You might want to look at Dominion: Greed, fragasnap's fan expansion. It has a large number of Kingdom cards with "In games using this" at the bottom, like Baker but more impactful. Most of the cards have either synergy or anti-synergy with their bottom halves.

Thanks, I just checked it out--looks very interesting.  I think I'm partially interested in eventish type cards because they only require you to print one (not 10) cards. 

127
I don't see the point of manhunt treasures cost more. Usually, you want actions anyway. So, I would make treasures cost less or supply cards cost more. With that said, I have been thing with this idea and I'm sure others have as well. I haven't posted any of my creations yet though.

Everything you said is true.  It still forces you to think differently that round than you normally would, thus opening up different strategies potentially.  Usually action cards are bought up and treasure cards not as important--but what if there are no villages?  It forces you to be a little more creative. 

128
•   This game: the game ends when the duchies and only one other supply pile are depleted (This is an additional game ending condition to those already existing). 
This looks fine, but more than 2 player games will be duchy rushes. Then, empty curses via cursing attacks or buy all estates. Just try it.
•   This game: all treasure cards cost one coin extra.
Looks interesting, lets you do nice tricks with upgrade but on boards, where BM+something is preffered, this will just stall the game longer.
•   This game: (2 player preferred) there are 12 kingdoms and each kingdom has only 8 cards.
How this would work, exactly?
•   This game: all estates are worth 2 victory points.
a 6$ province for 2 cards more and 2 extra buys? Looks interesting however weakens duchies a lot.
•   This game: all players start each turn with two buys.
This looks interesting, especially with boards without +buy, where engine can do double province/colony.
•   This game:  the game only ends when all the estates and duchies are bought (this is the only game ending condition.)
Duchy rush intensifies.

Yeah, I recognize that the duchy changers would often produce a duchy rush.  The whole point of these is to tweak a rule slightly to force players to look at a set of kingdoms differently and play differently.  The 12 kingdoms one is exactly how it reads--you put out two extra kingdoms and take away two cards from each kingdom before the game starts.  Also, the idea is to only use one rule change per game.

129
Variants and Fan Cards / Events that change game rules for each match
« on: March 03, 2016, 01:48:11 am »
I have some ideas for events (not exactly events, because they are not bought by individual players, but change the rules for each match that they are a part of).  I have not looked through all these forums, so it is possible that they have already been proposed. 

Rule Changing events (This game)
•   This game: the game ends when the duchies and only one other supply pile are depleted (This is an additional game ending condition to those already existing). 
•   This game: all treasure cards cost one coin extra.
•   This game: (2 player preferred) there are 12 kingdoms and each kingdom has only 8 cards. 
•   This game: all estates are worth 2 victory points.
•   This game: all players start each turn with two buys.
•   This game:  the game only ends when all the estates and duchies are bought (this is the only game ending condition.) 

130
Variants and Fan Cards / Re: Tax Evasion
« on: March 02, 2016, 09:38:26 pm »
Thanks for posting that!  I like Asper's card better, except for the unlimitedness of it's use per turn.  :)  I think I will print his card with my added clause "once per turn"  :)

131
Variants and Fan Cards / Re: Tax Evasion
« on: March 02, 2016, 12:26:19 pm »
I liked this idea so much I made it into a card.  I changed the name and made it once per turn to reduce craziness.  Thanks :)


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