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Messages - IlstrawberrySeed

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26

To specify what you mean by terminal action on the card, you could try “you may play an Action card from your hand without +Actions in its text.” I would also recommend a clause to prevent throne variants and/or playing multiple of these in one turn, like outpost has.

I figured terminal would be in the rulebook, as it would be too wordy for a card.

Also, I want to preserve the multiple plays concept, especially since you don’t get the benifit until the next turn, so the first is 1 action, then the second is likely 2/3, etc, but perhaps 10 is a bit much for 2 players.

27
Variants and Fan Cards / Re: Fan Card Mechanics Week 45: Any Given Sunday
« on: October 07, 2022, 12:22:40 pm »
Overtime
———
Choose 1: set aside one of your roster cards (on this) and play it at the start of your next turn, returning it to your roster mat, or +(1) per empty space on your roster mat at the start of your next turn.
-
This is gained to your hand (instead of your discard pile.
———
Action - Roster
———
(5)

Rule changes: Any empty space on your roster mat after drafting is filled with a copper or unused ruin.

28
1. I assume Terminal is the name of this card?
2. This can easily lead to infinite turns. In fact, it's guaranteed to if you play a Terminal during your extra turn.

1. No. I haven’t chosen a name, and meant a terminal action card. Will clarify. I always have trouble making cards that I first come up with the mechanics for. Suggestions would be nice.

2. Will fix, I forgot to the Previous turn clause.

29
Puzzles and Challenges / Re: The highest Plateau
« on: October 06, 2022, 11:11:56 pm »
Dominion strategy lists 53 2 cost cards and card shaped things I may have missed a few events, but I tried to subtract the events and heirlooms. I forgot about estates, but still only count 7 2 costs not directly available through the BM or the Supply. Do note that at least 2 of these are in split piles, but that doesn’t matter for BM

Exchanging doesn’t work with cards in the BM, so vampire must be in the supply. Also, imp gainers in the BM can get more than 1, despite only counting 1 in my math.

30
Naming a favorite is tough.

My first venture game had WotT, which greatly changes the gameplay.


+(2)
You may play a terminal from your hand.
If the previous turn wasn’t yours, take an extra turn after this one, where when you play an action from your hand, set it aside (on this) and play it at the start of your next turn.
———
Action - Duration
———
(6)

Changelog:
Forgot to remove the +1 action when I added play a terminal action from your hand. (One that doesn’t let you play actions or give +actions or +villagers).
Added “if the previous turn wasn’t yours” and “(on this)”

31
Variants and Fan Cards / Re: Fan Card Mechanics Week 45: Any Given Sunday
« on: October 06, 2022, 09:30:07 pm »
I suggest having the player to your left choose any unused card to fill your roster mat, such that someone doesn’t strategically choose cards of only 1-2 costs when you get to play another players, or when there is a benifit for spaces not filled (due to them being set aside), both ideas I have that are problematic.

32
Puzzles and Challenges / Re: The Challenge #1 Most Coins in a Turn
« on: October 03, 2022, 08:07:48 pm »
Assuming no limit on landscapes (custom tables can make more), then Black market can be Wot Mouse. This alloys us to add another pile, not sure exactly the best option.

To expand on the monastery tactic, if one uses BM watchtower on cavalry, they can redraw Lich and only trash Lich. If the counting of the gains happens before the trashing, and doesn’t increase with the Lich gains, then watchtower gives let’s us gain and trash twice as many cards per monastery we would otherwise be able.

Also, any number of throne room variants can be in the BM deck, each being able to play the command card -> procession aditional times. They are best on the captains, being able play starting processions additional times, though RC can do this to a KCed procession as well.

33
Puzzles and Challenges / Re: The Challenge #1 Most Coins in a Turn
« on: October 02, 2022, 11:30:32 pm »
I’m probably missing something, but it seems to me that it would be more than a factor of 11, because the sum before fortune is a ramp, with the first priest giving 2, and the second giving 4, etc.

On an unrelated note, if you put Calvary in BM deck, then you can use monestary to trash Lich to gain it, to draw it and Lich, etc, increasing the number of monastery trashes significantly.

34
Puzzles and Challenges / Re: The highest Plateau
« on: October 02, 2022, 09:18:27 pm »
Oh, that’s my bad. Assuming there isn’t another landscape required, yes masquerade could come from WotM, giving 145 cards or 290vp.

If black market were aloud with WotM, it would make it 173 and 346

35
Puzzles and Challenges / Re: The highest Plateau
« on: October 01, 2022, 06:29:59 pm »
lurker can get you another 15 in 6 player games, rather than just 9 from 4 player games.

Additionally, black market can add some. There are 53 2-cost cards, but 6 are events or heirlooms, so 47. With the 1 imp gainer, you have 39 2-cost cards eligible for BM, making black market an increase of 29 cards or 58vp.

Masquerade is another way to get the estates from another player, and get the 3 heirlooms. loosing the 9 from lurker (one into the BM deck), that gives an additional 6 cards or 12 vp. Of course, linked cards in the BM deck.

Why are pixie and tracker 11 in the math? Assuming that’s right, 164 cards and 328vp.

36
Puzzles and Challenges / Re: Hireling's Guild
« on: October 01, 2022, 02:25:56 pm »
Kingdom: Hireling, Band of Misfits, Necromancer. Event: Ferry.

Necromancer to play Band of Misfits on the Ferried Hireling.

37
Quote
+1 action
+(2r)
Take a law

Action - Hero - Leader

(4)

(2r) is 2 strength, from D:Hero’s by X-tra. Laws are from D:New World, also by X-tra.

Quote
Until the end of your 7th turn, your manual can only hold 3 monsters. Then it may hold 5.

I am not partial to X-tra, but thought a hero fit, and making it a leader seemed more interesting that cantrip, +buy, or any other mechanic fan or not I could think of.

38
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 26, 2022, 07:47:47 pm »
I have the same problem, most of my favorite cards I’ve made have 10+ lines.

39
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 26, 2022, 06:37:06 pm »
Quote
+2 cards
+2 actions
Gain a horse
-
When you gain this or another non-copper non-horse card while this is in play, gain a copper.
———
Action
———
(5)

This was originally designed as the 5th card in a castles-esq split pile based on the song Big Fat Hen, with the tenth “card” being a way, but I think it would work fine as a full pile, hence the submission. Being a full pile might require moving another card (or 2) to horses.

40
Variants and Fan Cards / Re: Dominion: Barter & Trade
« on: September 22, 2022, 08:21:52 pm »
If the images are saved to your computer, saving them to a location with cloud saving allows you to upload images.

For example, I use a Mac and store my cards in a folder on my desktop. I can go to iCloud.com -> desktop -> dominion cards -> [contenue directory] -> open file. Then, right click and choose copy image address. It weirdly doesn’t show up to some people, and the file needs to be shared to anyone w/ link, but it is easier than uploading to a website.

41
Variants and Fan Cards / Re: Fan errata on pre-existing cards
« on: September 19, 2022, 09:02:00 pm »
Possession still has problems with exile, villagers/coffers, self debt, and VP tokens.

At the end of your turn, the player to your left takes an extra turn, during which you see what they see and make their choices for them, and any tokens they have are replaced by your token pools. Any cards that would be trashed, exiled, or returned to the supply are set aside and discarded at the end of turn. Cards exiled from the supply are instead returned at the end of turn. Any cards discarded from exile are exiled at the end of turn.

42
Variants and Fan Cards / Re: Ways but for Treasures
« on: September 12, 2022, 09:21:04 pm »
Gain a copy of this. Each other player may gain a cheaper card.

Helps others build when you use this to build.

Once per turn per differently named treasure: each other player with 4 or more cards in hand discards a card or reveals a hand of all coppers.

Attack that doesn’t effect openings. Originally non-copper card, but it could discard a T1/2 buy. This way, they can discard a copper if they have their buy and 4 coppers. Also intices keeping a copper in deck in some games.

You may gain a copper to hand per [1] this costs.

[] is a fan denomination that is either: able to be paid with (coin), {debt}, (p), or another fan denomination; or the sum of all denominations.

Turns silver into junking golds and golds into junking platnum+, might pile coppers once greening starts.

Each other player may reveal a card from their hand. If all other players revealed a card, they discard them. Otherwise, once per turn, +(3)

1 card discarded from everyone, or a 1/turn gold. Not worth risking it unless you have extra coppers or your playing with a large group, because it won’t mess with openings unless someone has a 2/5. Not political in that all players or no players discard, but it is in that a player may not think that you are able to, ex, get the last province, and the next guy can.

Follow this cards instructions, getting +buy instead of +() and vice versa.

Might mess with 2/5s who want the 2s, or with poor house games as far as openings. Tiara is suddenly more attractive.

I too have your around with this idea before.

43
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 08:45:32 pm »
Quote
Battlements
____
+1 card
+1 action
If you didn’t ignore the effects of any attack, you may have each player with 4 or more cards in hand puts one onto their deck or discards 2 cards. Otherwise, +1 action
____
When you end your turn, you may reveal this from your hand until your next turn. If you do, you may ignore the effects of any attack card played while revealed.
____
Action - Attack - Reaction
____
(6)

Replaces moat. I personally don’t like that it can be revealed so attackers don’t know if it is going to hit any or which players, nor that such a cheap card can be used (in a small deck or with setup cards) to invalidate several cards at once.

I chose to up the price, but in order for a village to be worth that much, it needs an attack in order to trigger itself. I tried to word it such that if no one played an attack or if you took the hit of 1 attack you can choose to attack.

44
Variants and Fan Cards / Re: Dominion: Swords & Sorcery
« on: September 09, 2022, 04:39:00 pm »
Mission suggestions

gain a duchy and a curse in the same turn.

Trash a province

gain/play cards with adjacent costs

45
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 01, 2022, 06:46:33 pm »
I fixed it

46
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 01, 2022, 06:35:34 pm »


If you know what Mao is, this is my submission, otherwise don’t look it up and I submit a less-polished Past-Ap. Stop reading here. A Psudo-trasher that lets you gain one of the trashed cards conditionally and helps prolong games in times of need, it is surprisingly hard to get the trashing going without the variable cost, and can even be impossible to trash certain cards in some kingdoms.



If you don’t know what Mao is, Post AP is a cantrip attack that has non-attack interaction. I wish there was an elegant way to let you reveal a moat, etc, or use lighthouse on yourself playing this, but it makes it a gamble, and isn’t much of a change. You get first chance to draw and last chance to trash in case of ties. Players will always get either +1 cheap card or +1vp, even if they trash 2 cards. And revealing a moat gets +1vp, hence the non-attack interaction.

47
For what it's worth, I had forgotten to put the on-gain rotating on Valhalla; it's there now, which might change your analysis a little. Thanks for the feedback though! It sounds like you might have missed that Privateer and Paladin are also worth VP? And I think the fact that Valhalla is strictly better than Province (and Paladin strictly better than Duchy) is fine because they're generally not going to be available during your buy phase unless you put some extra effort into it; but I could be wrong about that.

Yes, I missed the VP. With the vallahalla rotation, definitely makes it an actually pile, but I still think that if Paladin should do something other than just VP and exchanging.

I'd argue that getting a SoP is still useful as a gainer for the other stones. In particular, SoR still shines when used with SoI rather than SoP (both netting +$4 per play (was +$5 for SoI), with SoP providing an extra card and buy for the difficult setup). Uncontested, getting a SoP onto your tavern mat will likely take about 4 shuffles, and another to also get a SoR ready. A well-timed SoT of your opponent can delay that another shuffle.
Anyways, with a split pile of reserve cards I just had to create a reserve-replayer and a reserve gainer that gained onto your Tavern mat.

It is useful, but mainly as +3, +4, or +6 coin and +buy instead of a workshop. I agree that setting it up is difficult, but I am saying that once you have 2, you don't need a third (unless you don't have one on your TM, and bought 2 so you could more quickly grab the third, and maybe a SoR), nor do you want a single one for its main purpose.

Uncontested, and with perfect luck, you get a gamble T1 and follow with a SoT. This lets you draw SoT T2 and use it T3. T4 you shuffle again, letting you draw SoT and use it T5. T4 get gamble. This gets you to SoP, with a silver and 3 coppers to purchase it. T6 you get SoT and SoP, letting you grab a SoP to your TM and set up for rotation next turn. Grab gamble and expedition. T7 you have 1 card left, so you pull up SoP. SoT a card to rotate to SoR to grab a SoR. Get gambles and end with expedition in order to cycle your deck, quickly grabbing another 2 SoR on T8 (one with a buy and one with SoP.)

Carousel
Action/Duration/Carnival - $2
+$3
+1 Buy
For the rest of the game, at the start of your turns, rotate the Carnivals. If this puts a Duration on top, +1 Card.

Juggler
Action/Carnival - $3
Do all three in any order:
Draw until you have 5 cards in hand;
Discard a card;
Trash all but 3 cards in your hand

Slippery Dip
Action/Carnival - $4
+2 Actions
Choose one: +1 Card and rotate the Carnivals; or +$2 and discard a card.

Funhouse
Action/Duration/Carnival - $5
At the start of your next turn, +$3 and +1 Buy. Until then, when a pile is rotated (using the word "rotate"), +1 Card.

__________________________

Concept: You almost definitely want a Carousel, which sets the pile spinning. Each of the cards in the pile contains something useful and it might be the only example in the game - Trashing, +Actions, +Buy.

I like this pile, especially with carousel rotating every turn, but I think there should be +(1) or +1 buy on non-duration carnivals. Funhouse may not scale well with multiple players.

48
I present to you, a series of Treasure-Reserve cards: The Stones! (not 'rolling')

Quote
Put this on your Tavern mat
At the start of your turn, you may call this to trash a card from your hand, gain a Silver and rotate the stones
Stone of Transformation
Early game remodeler with mandatory pile rotating. Can even turn cards into gold when combined with Stone of Improvement.
Quote
Put this on your Tavern mat
When you gain a card, you may call this to exchange it for a card costing up to $3 more sharing a type with it.
Stone of Improvement
Got a card you don't like or (up to) $3 short of the card you needed? The Stone of Improvement's got your back! Defends against Charlatan or puts a Province for sale at $5 (as long as Duchies last).
Quote
Put this on your Tavern mat
At the start of your turn, you may call this to discard your hand for +6 Cards, +$2 and +1 Buy.
Stone of Preparation
Gains Reserve cards directly onto you Tavern mat. Good with any reserve card (except Wine Merchant) and turns into a Silver+ when all reserve cards are gone. If you somehow manage to get it on your Tavern mat, you can have a great shot at a double-province turn.
Quote
+$2 Put this on your Tavern mat
When you call a card (not Stone of Repetition), you may call this to put it on your Tavern map.
Stone of Repetition
A throne room for reserve cards (except Wine Merchant). Allows you to have a silver in your deck instead of an otherwise dead card, and the only way to return a Stone of Preparation to your Tavern mat.
The goal of this pile is usually to get a Stone of Preparation onto your Tavern mat, and then return it with a Stone of Repetition. Strong pile control is required to set this up and might be outpaced by other strategies if your opponent messes with the pile. A few Stones of Improvement can quickly snatch enough Provinces to win the game, especially when combined with a Stone of Repetition.

The one problem with SoP is that I have is that it makes splits useless, if you win the split then your opponent basically doesn't want the fourth except to set you back. Otherwise seems pretty good.

These are horrible. In my defense, I've never actually played with rotating split piles before and got re-obsessed with this game like a week ago after literal years away from it. Also I made this at like 1 AM.

Disclaimers over. Here's my entry.



Honestly, I actually like these. I think worshiper should be optional, and the priest's gold gaining is a good offset of the power of deity.

49
My submission:

Quote
Name: Novice
Cost: $3
Types: Action, Viking
You may rotate the Vikings. Gain a Viking. Return this to the Viking pile.

Quote
Name: Privateer
Cost: $4
Types: Action, Victory, Viking
You may rotate the Vikings up to two times. Gain a Viking. Return this to the Viking pile.

1 VP

Quote
Name: Paladin
Cost: $5
Types: Action, Victory, Viking
You may rotate the Vikings up to three times. Gain a Viking. Return this to the Viking pile.

3 VP

Quote
Name: Valhalla
Cost: $6
Types: Victory, Viking
7 VP

Intresting minigame to get points. Because the cards go to the top of the deck, this is going to quickly become a messy deck, and rotating the deck with only Novices will be as if you didn't rotate at all for the first buys. Kindof like a traveler, but more unique. If there was a way to get Valhalla more expensive, it would be good, so that they aren't strictly better than provinces, 2+ duchies, or 3+ estates. (Currently, if you buy the last non-valhalla on Valhalla, you are setting the next player(s) up for getting good cards.

Also, once the Valhalla's are gone, there is no benefit for you to get one, or to not trash the ones you have. I suggest either upping the costs to 3/5/7/9 and giving Paladin VP and both Privateer and paladin an additional effect would be good. Once the first Valhalla has been grabbed, only sabotage and cost references can make Paladin be more desirable than Novice.

50
About Conservator, you do not want to get Green off any mat anyway so it is literally the same as Exile. Trash Province with Salvager, reveal Conservator to put it onto the mat instead, get enough Coins to buy at least buy another Province.

Ah! Makes sense.

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