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Messages - ClouduHieh

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76
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: April 02, 2019, 10:41:08 am »
Forgot to add that. Now it does little fish.

77
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: April 02, 2019, 12:47:03 am »
Yeah that’s the whole enchilada about botanist neirai the forgiven, players will definitely have to think twice before buying it and playing it. This is basically a large scale version of farmers market, in many a game you build up the pile the most than another player comes along and takes it all, even though you played farmers market more. This is basically like that but not nearly as frustrating because it’s a lot harder to get, and if someone does manage to pull it off, even if there’s a lot of tokens on the pile, I think there will be a little applauding going on. And then some frustration. And who knows maybe another player will get the pot o gold too.

And it may even add a little more time to gameplay they may all decide to hold off ending the game just see someone claim it.

78
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: April 01, 2019, 08:47:59 pm »
Plus with botanist I was trying to make it like swashbuckler except with a different kind of reward. Also I wanted to make it a useful action. Getting 3 cards is useful usually. Also by putting the potion back if you have after you get the 3 cards you could get the harbinger effect to your hand as well. So you can play this 2 ways either focus on all the cards you get or buy 2 potions and wait for your chance to have potion and botanist in your hand at the same time and another your discard pile. So you can’t a bunch of Victory tokens. And still get a nice normal benefit for playing it. And others are focusing on the same strategy of you, then it’s basically tournament one of my favorite cards, who gets the best prize! Of course this could still be played throughout the game and maybe another player will get a bunch of tokens too.

And with botanist I made it this way so you couldn’t chain it effectively easily (except for +3 cards). Sure you might still have Actions and sure you might have another botanist in your hand but what are the chances you have another potion in your discard pile, I sopose you then just get a gold or something from your discard pile at that point. And throne room ing it isn’t much different.

79
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: April 01, 2019, 08:36:30 pm »
I wanted to make it so you would have to have at least 2 potions in your deck, also by returning it to the supply you keep yourself from running out of potions. I also wanted to make it like swashbuckler making it harder to gain the victory tokens, but also for the first person to actually pull it off gets nice a reward. Also if the other players are focusing on buying provinces to win, it may or may not be helpful to gain the victory tokens. It will vary game to game. Kinda like tournament sometimes varies game to game.

80
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: April 01, 2019, 08:28:26 pm »
Usually you would have potion in play when you bought it, I guess I worded it that way because of other cards like mad scientist. I’ll think of something else then. Cause I wanted to make it so you couldn’t top deck with certain other cards in play.

81
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: April 01, 2019, 12:55:00 am »


Here’s a brand new idea I had for alchemy. Since there’s only 3 official cards that are gathering I thought I’d add one to alchemy.

82
Variants and Fan Cards / Re: Asper's Cards
« on: March 29, 2019, 01:30:32 pm »
Hey aster I have an idea for your convert card, make it gain a card costing up to 3$ more than the trashed card instead. And then it would be more like the night version of mine. And it might still work for 5$ costing card cause after all it doesn’t give you extra treasure the turn you play it like mine would. And you could make only work with treasures only. You convert an action into a treasure, you could convert a treasure into a better treasure. But you couldn’t convert a treasure into a victory. If you do something like that you could probably get away with keeping it at 5$

83
Variants and Fan Cards / Re: Dominion: Roles
« on: March 28, 2019, 10:30:53 am »
I did not know that, but I wouldn’t of done it either Star Wars isn’t as cool as Star Trek anyway. Maybe if Star Wars had a tv series with real people in it, then it would be. The Star Trek series has at least 1000 episodes. And there’s more Star Trek movies than Star Wars movies even.

But that figures they want Star Wars in every game franchise. (Probably cause they can’t hope to match Star Trek) the only game I’ve seen with Star Trek is in catan. There seem to be a bunch of marvel games and Star Wars games in table top games.

84
Variants and Fan Cards / Re: Dominion: Roles
« on: March 27, 2019, 08:37:50 pm »
Of course nothing wrong with even playing field. But once in a while it’s nice to change things up.

So if you guys want. Post your own role.

I personally was thinking of creating a Star Trek version of dominion. Especially since the dominion tried to take over the alpha quadrant.

With some of the starfleet crew as roles. Oh and quark!

Gold pressed Latium as an additional treasure, moons as a new victory point card. The Vorta, Klingons, the founders, the jemhedar, the different ranks of the federation, the Vulcans, the andorians, the ferengi, the cardasians, the bajorans, ect. As the action cards.

I’m just kidding of course lol. There’s a Star Trek Catan but not a Star Trek dominion. Lol

85
Variants and Fan Cards / Re: Dominion: Roles
« on: March 27, 2019, 06:32:56 pm »
Who knows I may create my own role for alchemy. That can only be chosen when there’s potion in the supply.

86
Variants and Fan Cards / Re: Dominion: Roles
« on: March 27, 2019, 06:28:08 pm »
Okay.

So if you could have one card in your entire deck to start with, a particular action that only you had, what would it be. This concept does exist in dominion but you don’t start with the concept. Hence (prizes) from tournament. I after all came up with 6 roles. Is there a role that would be cool to be in dominion with a cool ability. And without replacing an official card, the ability can be similar or the same as a pre existing card. After all it’s cost will be debt tokens. And don’t forget to add a setup: the setup alone will make it not look exactly the same as a pre existing card. And you can add an additional starting card that goes with the role. Just like my farmer has a farm to start with. Roles can have access to any expansion even alchemy just don’t forget to add to the setup that those choosing this role don’t need a potion to choose this role. And of course you can add to the setup replacing one additional starting copper with another potion is fine too.

If ever got a chance to win that contest I was going to choose coming up with new cards with potion in its cost. Oh well doesn’t look like that’s going to happen.

87
Variants and Fan Cards / Re: Dominion: Roles
« on: March 27, 2019, 11:05:00 am »
Well that’s true. This can definitely make dominion different. But I sopose I’m trying to appease a friend he thought dominion was quite boring the first few turns we’re mostly just buying cards. And wouldn’t play just because he found that games like Yugi oh and Pokémon and even digimon were a lot funner. Every turn had action cards to play so to speak. I also enjoy just playing all the unique cards, sometimes I’ll get carried away just playing all the unique cards, and not start buying provinces when I should. I’m the kinda guy who wouldn’t mind if every victory card was removed from the game and just continued to build up my deck until all the action cards were gone. I don’t play dominion to win, I play it for fun. If that means dominion added a little more fun with roles then I’d be all for it. And the thing about it is in dominion some players will quit playing a round when they see a certain card in the game that they hate. I played online with someone who said he absolutely hated ghost ship and would quit if it popped up in the game and true to his word a few rounds later it did pop up.

So I realize dominion roles isn’t for most avid dominion players, but like I said roles don’t need to be in every game, it’s just available if someone wants to play with them. Isn’t there a thread that’s all about really bad card ideas, if they are so bad why is it one of the longest threads. Obviously everyone loves replying about bad cards.

So I guess roles can be put into that category.

If roles add a super power to dominion what would be your super power? Feel free to add your own super power (Role) to this thread.

If you could have a super power in dominion what would it be? Don’t be afraid to be creative.


88
Variants and Fan Cards / Re: Dominion: Roles
« on: March 27, 2019, 01:09:29 am »








89
Variants and Fan Cards / Re: Dominion: Roles
« on: March 27, 2019, 01:04:58 am »







90
Variants and Fan Cards / Re: Dominion: Roles
« on: March 23, 2019, 01:27:09 am »
Would you guys like to see the rest?

I’ve changed the action of the roles on some of them. And the setup rules are different on each Role.

91
Variants and Fan Cards / Re: Dominion: Roles
« on: March 22, 2019, 11:56:08 pm »


Here’s my oddball attempt and kinda an alligator green color.

92
Variants and Fan Cards / Re: Dominion: Roles
« on: March 22, 2019, 11:24:46 pm »
For highwayman

Cost 5 debt tokens, if their is attack cards in the supply then the starting cost is 3 debt tokens.

For merchant

Cost 1 debt token, if there is no + Buys in the supply then the starting cost is 3 debt tokens.

For farmer

Cost 3 debt tokens, if there are no +2 actions or more in the supply then the starting cost is 5 debt tokens.

And just an oddball one.
For armorer

Cost 4 debt tokens and replace one starting copper with a silver, if there’s a bidding war and the debt tokens exceed 12 replace one starting copper with a gold.

So what do guys think about these rules especially my last oddball rule, armorer isn’t the most handy role but it could be interesting.

And I might even have enough room on the card for the cost and bidding rules.

93
Variants and Fan Cards / Re: Dominion: Roles
« on: March 22, 2019, 11:11:46 pm »
I could make the roles each cost debt tokens that you gain as well at the beginning of the game. And then only when more there’s more than one player who wants the same one is there a bidding war of debt tokens.

I could also make an additional rule for the roles. Like for cleric for instance it normally would cost you 4 debt tokens, however if there is no cards in the supply that let you trash the starting cost is 8 debt tokens for instance.

Guard could normally cost 3 debt tokens, if there are no attack cards in the the supply then the starting cost is 1 debt token.

94
Variants and Fan Cards / Re: Indian Reservation
« on: March 22, 2019, 10:58:11 pm »
It’s just a game. Also his reservation card is for a Wild West theme, although did they have reservations for native Americans in the Wild West? Like I said it’s just a game, racism did not even enter my mind when I saw the name of the card.

And I guess if it really bothers a lot of users you can always go with nerai s suggestion.

95
Variants and Fan Cards / Re: Indian Reservation
« on: March 22, 2019, 05:07:56 pm »
Now here’s the question do gain the set aside card? If you did then you would just play province and the game would be over lickity split. Also if that wasn’t the case what would happen to the set aside card. Would it just stay set aside for the rest of the game? Would it go back to the supply, or trashed. Since it doesn’t specify it sounds like you would need a new pile. The set aside pile. There’s a trash pile, your deck pile, your discard pile, a supply pile, the tavern mat pile. And now there would have to be a set aside pile.

So it needs to be specified and if it is gained it should say set aside a non duration action card. Cause as it is now there’s going to be a pile of cards set aside.

Of course if you decided to go with a set aside pile you would probably need to create a few other cards that would work with a set aside pile. Which would be like adding new rules to dominion. Which is fine. It wouldn’t be the first fan based expansion to have new rules. I remember one called ice age that had ice tokens. There were a few similar in name only to my snowline. But that whole ice token concept was very creative. But seemed like it would make the game very lengthy, so I chose not to go that route with my snowline.

96
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: March 21, 2019, 10:28:09 pm »
Yeah I’ve also playtested lumberjack, glacier, copper mine, and ice sculptures. Copper mine was very useful at the beginning of the game, but as the game went along it got used less and less.

Crossbow/bolts and elk mount were the latest additions to snowline so I’ll create them last, and along with outhouse.

Oh nerai what think about outhouse I wanted to create a 1$ costing card like poor house.

97
Kings court is okay, but as I have found it does not work well on goons. It’s better to play goons 3 times in a row. Actually it’s ten times better. But as for any throne room variant, in my opinion royal carriage is the best. And I like throne room more than kings court. But in the end both prosperity and nocturne have the most cards I would rather not play with. Adventures has only one card I hate, Cornucopia, empires, alchemy, and hinterlands have one or 2 each i don’t like playing with, Dark ages has 2 I don’t like one of which I absolutely hate, renaissance only has 2 attacks, one of which seems weak. They give out better benefits then thier predecessors but the attack effect is weaker. (Milita and witch), seaside, intrigue, and guilds have 3 each I don’t like playing with, prosperity has 5 I don’t like and nocturne has 8 I don’t like. Hence bottom of the barrel.

98
I don’t like all of the hexes. Just like 6 or 7 of them. Just because I think nocturne is the bottom of the barrel, doesn’t mean that there aren’t some cards I like. Before nocturne prosperity was on the bottom for me. However Goons is one of my all time favorite cards. And monument, Bishop, mountebank, grand market and contraband are really cool. But that’s about it for that expansion. The rest of the cards are okay or mediocre at best in my opinion. And trade route, forge and venture are awful. There just happens to be a few more reasons dislike nocturne. And someone gave it to me. So maybe in time it will rise up the ranks. I mean when I first got alchemy I hated it too. But eventually it rose up the ranks.

99
If you want to make drastic changes to nocturne, why don’t you just create your own expansion. An expansion with night cards, and maybe (a few new heirlooms) with more than 7 heirlooms in the game end up in the same game, they could always just pick which heirlooms each player wants to start with or just make sure that the max would always be 7. Of course you don’t have to add heirlooms.

Then you could still make your own cards that give out only one particular hex. It’s because of nocturne that I came up with snowline and wildlands expansions. And then when I got nocturne I only made slight changes to some of the cards. Cause I for one quite like the random effects that the hexes and boons cause. Using locusts and misery are definitely my favorites to give out to the other players. All the cards that give out boons and hexes still give em out.

The only card I don’t like playing with is necromancer, it takes forever to decide which action to play, especially if there are other actions in the trash, also it’s near impossible to explain to a new player to dominion. And takes almost as long with players who are only new to nocturne.

100
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: March 06, 2019, 12:14:37 am »
I have now played one full game of snowline by itself. Cliff/Climbing gear, Fur coat/Log cabin, Yeti, Snowy owl, Frigid village, Hibernating bear, Eagles, Lodge, Avalanche/Firn village/Snow shoes, Cold storage, and Sled dogs. And the events Blizzard and a Crisp Day. Everyone enjoyed it. We played it at a game store called Phoenix fire games. The manager even came by and looked at the cards. He looked at all the cards while we played. He said as an avid dominion player myself. I immediately noticed I had never seen these cards before and thought it was cool I made my own. He really liked cold storage. It was a very enjoyable game. The most popular cards in my group was snowy owl, avalanche, and eagles. I’m the only one who made the most of cold storage and yeti. Only one other bought yeti, however he always seemed to have it in his hand when my yeti attacked, and therefore never got the opportunity to play it. But I mentioned to him he needed to have at least 2 of them in his deck to make any use of it, i on the other hand had 3 yetis. My friends all thought it felt like an official dominion game. I did manage to buy blizzard a couple of times. And that did delay the other players from buying a province for a round or 2. But one player was able to keep up with me and had a couple of fur coats ready to go for the blizzard. And got 2 duchies after I bought blizzard. And even though firn village was -2 the fact that it was a very useful action, there weren’t many turns with hands full of useless cards.

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