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51
Variants and Fan Cards / Junk blocking reaction ideas
« on: October 08, 2013, 08:37:01 am »
Trying to think of other ways to have cards that can be used to block junk in addition to serving other purposes.

Bargain (inspired by a card by GeoLib submitted to the Dark Ages Contest)
Reaction - $1
When you would gain a card, you may trash this. If you do, gain a card costing exactly $1 more than it, putting it in your hand.
---
When you trash this, return it to the Supply

It's at worst a oneshot copper, but it has some neat combos with gainers. The "when trash" is so that when you gain a Curse outside of your turn, you can reveal Bargain to trash it and gain a Bargain in hand infinitely many times. An alternative is to let Bargain gain cards from the trash, which would give the card room for a top effect, but I'd like to see combos that involve gaining many bargains that recur each turn. Other alternatives are "You may gain and buy this card from the trash", "When this card is in the trash, it is also in the supply".

Other ideas (to be put on the bottom of other cards):
"When you would gain a card, you may reveal this. If you do, instead, gain a cheaper card."
"When you would gain a card, you may reveal this. If you do, instead, gain a card costing as much as the card you would have gained." (worse than above, since you still gain a Copper, but better in other contexts)
"When you would gain a card, you may reveal this. If you do, instead, gain a Copper in hand."

Duration effects
"While this is in play, when you gain a card, you may trash a card from your hand." (not a direct blockage, but matches junk with trashing)
"While this is in play, when you gain a card, look through your discard pile. You may either trash a card or put it on top of your deck." (more versatile watchtower)
"While this is in play, all Action cards have an additional "Curse" type" (combine it with a top effect that does something with "Curses")

52
Variants and Fan Cards / When is "strictly better" ok?
« on: September 24, 2013, 10:28:39 am »
I came up with a card idea in another thread:

Vendor
Single - $5
When you buy this, instead of gaining this, gain 3 cards that are not Singles with a total cost of up to $7. This card can't be gained.

(Note: The type "Single" means that there's only one copy of the card, and that's the Kingdom. It usually but doesn't always refer to cards that you can't gain.)

Now this is, of course, strictly better than Cache. However, this only matters in a Kingdom where both this and Cache are present. In that Kingdom, the option to gain Cache as one of the 3 cards with Vendor is potentially interesting strategically, and therefore the card serves a purpose.

I'm not saying Vendor is necessarily a good card, and perhaps its similarity to Cache makes it not worthwhile. However it should not be so quickly dismissed just because it shapes up as better than an existing card.

Being "strictly better" than another card shouldn't be a death sentence, or even "In Kingdoms with both X and Y, I will always buy X over Y". The real test should be "Does X become an irrelevant card in almost all kingdoms with Y?"

53
Variants and Fan Cards / Exorcist: A type warping card idea
« on: September 24, 2013, 09:34:03 am »
Exorcist
Action/Duration - $4
You may trash a Curse from your hand. If you do, gain a Curse and set it aside. At the start of your next turn, put it into your hand.
---
While this is in play, all Action cards have an additional "Curse" type

So while Exorcist is in play, you can gain any action card when someone else plays a Witch.

Alternative:
Exorcist
Action - $3
+1 Action
You may trash a Curse. If you do, +3 cards.
---
While this is in play, all Action cards have an additional "Curse" type
---
When you buy this, gain a Curse.

54
Do you think you would have gotten into Dominion if the Base Set (the first set you buy) contained:

A: No cards with +Action (though possibly cards like Throne Room and Cultist)?
B: No cards with +Buy?
C: No cards with +$ (the only way to get money was by playing treasures)?
D: No cards with +Card (just to round off the list)?
E: No attacks/positive interaction (eg no Council Room)
F: No trashing
G: Any combination of the above?

55
Variants and Fan Cards / Dominion: Pandemonium - Expansion WIP Thread
« on: July 12, 2013, 07:08:42 am »
Update as of 18/08/2014 - I am now in the process of making card art

So I stop spamming the board with topics, here's what I have so far on the fan expansion I'm working on. This thread will eventually be replaced by one with an OP of all the cards neatly laid out with art.

The theme of the set is things that effect every player, largely in a symmetrical way. In this set, the cards that aren't interactive are negligible compared to the cards that are. It's up to you to work this chaos to your advantage. The set includes Events which can be unpredictable and affect everyone, Trinkets, which differentiate players from the start going into the interactive environment, and Cells - a kind of junk that remains a threat throughout the game, but can also be used to your advantage.

The set has 35 Kingdom Cards, but only 300 printed cards. There are 24 normal action cards (including one victory card), and 11 "single" cards (which are also Kingdoms).

There are:
23 normal kingdom cards (23*11=253 cards)
1 victory kingdom card (13 cards)
11 "Single" kingdom cards
10 Events
6 Trinkets
7 Cells



SPECIAL CARDS


Trinkets: Everyone replaces one of their starting coppers with one Trinket (with selection similar to Shelters/Colonies). You get to choose which Trinket you get in reverse player order.

Events: When a card asks you to resolve an event, reveal the it and follow the text on it, then return it to the bottom of the event deck. The events are listed at the bottom, and all involve an effect that affects all 4 players.

Single: If a card is of the type "Single", then there is only one of them in the supply (the randomiser). Furthermore, the card does not count towards the number of empty piles under any circumstances. Using more than 2 "single" cards in a game is not recommended unless you know what you're doing.

Cell: Similar to spoils. These are not in the supply, and the number of them is quite small (because they are meant to be easy to get rid of, self moating and infinitely recurring). They appear as follows:

Cell
Action - $0*
Discard any number of cards from your hand. +1 Action for each card you discard this way. Trash this.
---
When you trash this, return it to the Cell Pile
(This card is not in the supply)



THE CARDS

Bargain
Action/Reaction - $1
Trash a card from your hand. Gain a card costing up to $1 more than it.
---
When you would gain a card, you may return this from your hand to the supply. If you did, instead, gain a card costing up to $1 more than it. Put the card into your hand.

(Note: The Name comes from a somewhat similar pure reaction card developed by GeoLib which was the inspiration for this card Ė I think itís different enough but I couldn't think of a more suitable name for this card)
$2 Cards


Ambush
Single - $2
When you would gain this, instead put it anywhere inside a supply pile, and take the Ambush token.
---
When this card appears on top of a Supply pile, return it to its own pile, and the current player trashes a card costing at least $3 that he has in play. The player with the Ambush token pays it to gain a card costing $3-$6 from the trash, putting it in his hand.

Fool
Action/Single - $2
+2 Cards
+2 Actions
Put this card on top of any non-empty supply pile of cards costing $6 or less. That pile is the Fool pile.

Blacksmith
Action - $2
Reveal a card from your hand. If it's an:
Action Card - Gain a copy of it
Treasure Card - +$3
Victory Card - +3 cards
Put the revealed card on top of your deck.

Store
Action - $2
+1 Action
+1 Card
+$1
Put a card from your hand on the bottom of your deck.


$3 Cards

Fete
Single - $3
When you would gain this, instead, look at the top 2 cards of the Fete deck, put one on the bottom of your deck, and put the other back on the bottom of the Fete deck.
---
Setup: Make a Fete deck out of one copy of every Kingdom supply pile in the current game.

Note: The text isn't "gain" so you can't activate when gain effects. Your opponents do not get to see any cards.

Conflict
Action/Attack/Single - $3
+2 Cards
Starting with the player to your left, each player (including you) trashes any number of cards from his hand. The player who trashed the most cards first gains this card, and all other players gain a Curse.

Outskirts
Action/Reaction - $3
+2 Actions
+1 Card
---
When another player plays an Outskirts, you may reveal this from your hand. If you do, +1 Card and put this on top of your deck.

Prospector
Action - $3
+1 Action
Gain a Silver
---
While this is in play, when you gain a card, you may put it anywhere in your deck.

Scribe
Action - $3
+$2
Place the top card of the event deck face down on your Scribe Mat
---
At the start of your turn, you may reveal and resolve an Event from your Scribe Mat. You may look at the cards on your Scribe Mat at any time.




$4 Cards

Tower
Single - $4
When you would gain this, instead, move a tower token to any supply pile, and trash the top card of that pile if it isn't a Victory card.
---
Setup: Place a tower token on each of the Estate, Duchy and Province supply piles. Cards are worth an extra 1VP for every tower token on its supply pile.

Revolutionary
Action - $4
+1 Action
Each player (including you) may put a card from his hand on top of his deck.
Reveal your hand. The player to your left may choose any number of cards from it. Discard those cards.
Draw until you have 6 cards in hand.

Barge
Action - $4
Now and at the start of your next turn; +1 buy, draw until you have 6 cards in hand
Put your deck in your discard pile
---
While this is in play, when you gain a card, you may trash a card from your hand.

Beauty
Action/Attack - $4
+2 Actions
Each player (including you) discards any number of cards from his hand until he can reveal a hand of only Actions and Treasures.
Draw until you have 4 cards in hand.

Contrarian
Action/Attack - $4
+3 Cards
Each player (including you) with 5 or more cards in hand puts a card from his hand anywhere in his deck.
---
When you gain this, resolve the top Event from the Event deck. 

Fleet
Action/Duration - $4
+2 Cards
+$1 if any other player has a Duration in play
At the start of your next turn, +1 Action
---
While this card is in play, when you would gain a card, you may, instead, gain a Fleet.

Labyrinth
Action - $4
Do all three of the following in any order:
Draw until you have 5 cards in hand
Discard a card
Trash all but 3 cards in your hand

Oppressor
Action/Attack - $4
+2 Cards
Each other player with 5 or more cards in hand reveals a Victory card from his hand and puts it on the bottom of his deck (or reveals a hand with no Victory cards). He then reveals the top card of his deck, gaining a Cell from the Cell pile if it isn't a Cell, putting it on top of his deck.

Plantation
Action/Victory - $4
Worth 1VP
---
+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal a victory card. Put it in your hand and discard the rest.

Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card.

$5 Cards

Enchanter
Single - $5
When you would gain this, instead, move the hex token to any Action supply pile.
---
At the start of your Buy phase, if you have no actions remaining and a copy of the card with the Hex token in play, each other player gains a Curse. Place the Hex token on the Enchanter supply pile at the start of the game and when itís on an empty pile.  

Patrol
Single - $5
When you would gain this, instead, gain a cheaper card, and each other player reveals the bottom card of his deck, gaining a Cell from the Cell pile if itís any other card. Each player puts any cards gained this way on the bottom of his deck. 

Package
Single - $5
When you would gain this, instead, gain 3 differently named cards that are neither Singles nor Victory Cards with a total cost of up to $7.

Pioneer
Single - $5
When you would gain this, instead gain a cheaper Action card, placing it on the Pioneer mat.
---
During your turn you may play a card from the Pioneer mat instead of from your hand. If you do, trash it. 

Rival Markets
Action/Duration/Single - $5*
+$2
+2 Actions
+2 Cards
+2 Buys
At the start of your next turn, return this to its own pile.
---
While this card is in play, it is also in the Supply, and costs $4.

Cargo
Treasure - $5
Worth $1
When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it. 

Conqueror
Action - $5
Gain 2 Cards with a total cost of up to $7.
Each player (including you) looks through his discard pile and either trashes a card from it or puts a card from it on top of his deck.

Escape Artist
Action - $5
+2 Cards
Each player (including you) may reveal a Cell from his hand. If he doesnít, he gains a Cell from the Cell pile, putting it in his hand.
You may play a Cell from your hand.

Pariah
Action - $5
Gain a card costing up to $6. Each other player may gain a Curse, putting it on top of his deck. If he did, he also gains a copy of the card you gained. 

Dock
Action - $5
+1 Card
+1 Buy
+$1
---
While this is in play, when you gain a card, you may set it aside on the Dock mat. Put all cards on the Dock mat in your hand at the start of your turn.

Town Crier
Action - $5
+$3
+1 Buy
Resolve the top Event from the Event deck  

Whittler
Action - $5
You may do this up to three times:
Reveal an action card from your hand. Play it, then trash it. Gain a card costing less than the trashed card, putting it in your hand.

Other Costs


Baroness
Victory/Single - $0*
Worth 2VP for each Estate left in the supply.
---
This card costs $1 for each Estate left in the supply. 

Archer
Action/Attack - $6
Each player reveals cards from his deck until revealing one costing $3 or more. He either discards it or puts it back (you choose), then discards the other revealed cards.
+3 Cards

TRINKETS


Bell
Action/Trinket - $0*
+2 Actions
+$1

Chain
Treasure/Trinket - $0*
Worth $0
---
While this is in play, cards cost $1 less (to a minimum of $0)

Dagger
Treasure/Reaction/Trinket - $0*
Worth $1
When another player plays an attack card, you may trash this from your hand. If you do, you are unaffected by the attack.

Locket
Treasure/Victory/Trinket - $0*
Worth 1VP for each name of a Treasure you have in your deck other than Gold, Silver or Copper.
---
Worth $1

Rare Coin
Treasure/Trinket Ė $4*
Worth $1

Sigil
Treasure/Trinket - $0*
Worth $1, +$2 for each empty supply pile

EVENTS


Bring Out Your Dead!:
Each player may trash a card from his hand. Return this to the bottom of the Event deck.

Meeting!:
Each player draws a card. Return this to the bottom of the Event deck.

Silver Rush!:
Each player gains a Silver. Return this to the bottom of the Event deck.

Excavation!:
Each player may discard any number of cards from his hand. +1 card for each card he discarded this way. Return this to the bottom of the Event deck.

Exhibit!:
Each player may look through his discard pile, and put a card from it on top of his deck. Return this to the bottom of the Event deck.

Forecast!:
Each player looks at the top 5 cards of his deck, and either discards them all or puts them back in any order. Return this to the bottom of the Event deck.



Alms!:
Each player gains a copper, putting it in his hand. Return this to the bottom of the Event deck.

Riots!:
Each player reveals the top 3 cards of his deck, discards the actions and treasures and puts the other cards back in any order. Return this to the bottom of the Event deck.

Inquisition!:
Each player may discard 2 cards from his hand. If he doesn't, he gains a Curse, putting it in his hand. Return this to the bottom of the Event deck.

Inspection!:
Each player puts a Victory or Curse card on top of his deck (or reveals a hand with no such cards). Return this to the bottom of the Event deck.

56
Variants and Fan Cards / Wording challenge: Philanthropist/Benefactor
« on: July 05, 2013, 09:42:19 am »
I am making a fan expansion (which will have card art etc.), and I want to have both these cards in it. Is there any way to word them both so that they look similar, but they are also simple and elegant?

I'll make in table form showing where you put the Treasures:

Benefactor:
Action/(Attack?) - $2
Each Player (including you) gains a Treasure that you choose:
Code: [Select]
Treasure     You         Everyone Else
Copper       In Hand       Top Deck
Silver       In Hand       Discard
Other        In Hand       In Hand

Philanthropist
Action/(Attack?) - $4
+1 Card
+1 Action
Each player (including you) gains a Treasure that you choose:
Code: [Select]
Treasure     You         Everyone Else
Copper       In Hand      Discard
Silver       Top Deck     Discard
Other        Bottom Deck  Discard

57
Woodcutter: +$2, +1 buy
Workshop: Gain a card costing up to $4

Salvager: Trash a card, $X, +1 buy (X is cost)
Remodel: Trash a card, gain a card costing up to X+2 (X is cost)

So the principle is, "+X, +1 buy" = "Gain a card costing up to X+2"

Ruined Workshop
Action/Ruins - $0
Gain a card costing up to $2

WorkMarket
Action - $5
+1 Card
+1 Action
Gain a card costing up to $3

SuperDuperSalvager
Action - $7
+$1
+1 Buy
Trash a card from your hand. +$1 for each $1 it costs.

Beaver's Feast
Action - $4
Trash this
+$3, +1 buy

Altarlender
Action - $6
Trash a card from your hand.
+$3, +1 buy

Horse Altar
Action - $4
Discard 2 cards. Gain a card costing up to $5.

Baroness
Action - $4
You may discard an estate. If you do, gain a card costing up to $6. Otherwise, gain 2 cards costing up to $2 each.

Contragain
Action - $5
+1 Action
When you play this, the player to your left names a card. Gain a card costing up to $5 that he didn't name.

Is a cantrip Workshop really that good?
Action - $6
+1 Card
+1 Action
Gain a card costing up to $4
---
You may not buy this if you have any copper in play

Greedy or Poor
Action - $5
+$2
---
While this is in play, when you buy a card, +$ equal to its cost. -$3 to a minimum of $0. If you have any $ left, +1 buy.

Log of Plenty
Treasure - $5
Worth $1 for every differently named card you have in play
+1 buy
-$2 to a minimum of $0

Royal Armcutter/Not Quite Nomad
Action - $4
+$2
+1 buy
---
While this is in play, when you gain a card, you may put it on top of your deck

Salesman
Action - $4
Cards cost $1 less this turn
Gain a card costing up to $3
(This was a card in the mini set design contest)

Upgreed
Action - $5
+1 card
+1 action
+1 buy
Trash a card from your hand. +Coins equal to its cost-$1.


Boreroom
Action - $3
Discard any number of cards from your hand. Gain a card costing up to $2 plus the number of cards you discarded this way.


Pwn
Action - $2
Either gain a card costing up to $3, or choose any two
+1 Card, +1 Action, +$1, gain a card costing up to $2

Wax Butcher
Action - $2
+1 Action
Take a coin token
You may pay any number of coin tokens. Gain a card costing up to $2 plus the number of coin tokens you paid.

58
Dominion General Discussion / Forager vs Trade Route
« on: July 03, 2013, 01:50:51 pm »
Just thinking about it, for the same price, Forager almost always gives more money as up until people start buying Duchies in most kingdoms, Forager's usually as good, and it's non terminal. I understand all the "depends on the kingdom" stuff, but it really seems like Forager's just a flat out better card.

59
Variants and Fan Cards / Industry: Big Draw/Big Gaining
« on: June 29, 2013, 09:12:19 am »
Version 1:

Industry
Action - $6
+4 Cards
Discard any number of cards from your hand. Gain a card that isn't a victory card with a cost up to the number of cards you discarded this way.

Version 2:

Industry
Action - $5
+4 Cards
Put any number of cards from your hand on top of your deck in any order. Gain a card that isn't a victory card with a cost up to the number of cards you put back this way.

The "non victory" clauses are there because otherwise this card guarantees you a province. I made them "up to" instead of "exactly" because it seems like discarding/putting back 1 card would be popular too often; it wouldn't make the card too strong, but I think it's more interesting this way.

The idea is it's either a drawer with a penalty (+4 cards, gain a copper seems about right for $5 on its own) or a sifting workshop/altar. To gain a $5, the net effect is reducing your handsize by 1, so it's similar to Altar in that respect, with sifting/preparing your next hand instead of trashing.

I'm worried version 2 might create way too much AP, or be way too good for Big Money, but the topdecking seemed like a good enough nerf to make it a $5 card.

60
Variants and Fan Cards / Cost thought experiment: Villar
« on: June 29, 2013, 04:36:17 am »
Villar
Action - $?
+2 Actions
Discard any number of cards from your hand. +1 card for each card discarded this way.

Now this card is strictly better than Cellar, so it has to cost more than 2, but it's not always better than Village. In rinkwork's guide, it seems like adding a 2nd +Action is probably worth $1, so this points to $3 as being a reasonable cost. However this card is essentially playing a Village, then playing a Cellar, all wrapped into one card. This makes it seem "better" than village, even though it isn't as versatile, and would make me think this card should cost $4.

Examples of similar logic:

Market Square ($3)+ "Peddler" ("$4")= Market ($5)
Village ($3) + "Peddler" ("$4") = Bazaar ($5)
Market Square ($3) + Village ($3) = Worker's Village ($4)

but

Village ($3) + "Copper ($0)" < Squire ($2)


So I'm leaning towards $3 being the "right" price for a Villar. It seems that the rule only applies when they're both cantrips.

61
That's when the game hangs and it returns to the title screen.

I'll start:

I was just finishing off my last Double Tactician/Outpost/Bishop turn, about to buy the last Worker's Village to end the game on piles, when the game froze. 4 minutes later, back to the title screen.

62
Simulation / Challenge: Highest winrate against big money
« on: June 22, 2013, 05:41:19 am »
Is there a strategy out there that utterly annihilates the standard big money bot to the point where it never even wins a a single game?

I'm thinking there'd be a bot out there that can end the game or set up a Masquerade pin (with Monument to guarantee victory after it stops pinning) so fast that the Big Money bot never wins a single game.

63
Dominion General Discussion / 4 card deck by turn 2
« on: June 21, 2013, 01:52:08 am »
It's possible to open doctor with Baker on the board, trash 3 estates with it, then buy a Mint with your next $5. Your deck now consists of 4 cards; Doctor, Mint, Copper, Copper

The question is, would this ever be a good idea?

64
Variants and Fan Cards / Fan Expansion: Guilds Part 2
« on: June 20, 2013, 06:08:17 am »
So it turns out, Guilds was a Big Box expansion ;)

Here are the missing cards:

Cheesemaker
Action/Reaction - $2

+1 card
Discard any number of cards. Gain a card with a cost exactly equal to the number of cards you discarded this way
---
When another player plays an Attack, you may reveal and discard this from your hand. If you do, take 2 coin tokens



Village Idiot
Action - $2+

+3 Actions
---
When you buy this you may overpay. For each $1 you overpay, +1 buy.



Dancer
Action - $3

+1 card
Take a coin token
You may pay any number of Coin tokens. For each coin token you paid, +1 Action.



Builder
Action - $3+

Trash a card from your hand. Gain a card that shares a type costing up to $4 more.
---
When you buy this, you may overpay. For each $1 you overpay, look through your discard pile and trash a card costing $0.



Milliner
Action/Attack - $4

+$1
Each player takes a coin token
Pay any number of coin tokens. Each other player with 5 or more cards in hand either pays more, or reveals his hand and puts a card you choose on top of his deck.



Investor
Action - $4+

Discard any number of cards from your hand. Take a coin token for each card you discarded this way
---
When you buy this, you may overpay. For each $1 you overpaid, set aside that number of cards from the top of your deck. Put them in your hand at the start of your next turn.



Guild Hall
Victory - $4+

Worth 1VP for every 4 coin tokens you have(rounded down)
---
When you buy this, you may overpay. Take a coin token for each $1 you overpaid



Ironic Tiller
Action - $5+

+$3
+1 buy
Each other player looks at the top card of his deck. He may reveal it. If he does, you gain a copy of it.
---
When you buy this, you may overpay. For each $1 you overpay, cards cost $1 less.



Blacksmith
Action - $5

Take 3 coin tokens
Pay any number of coin tokens. Gain a card equal in cost to the number of coin tokens you paid.



Executioner
Action - $5

Choose an action card costing less than this. Reveal cards from your deck until you reveal a copy of it, then discard the other revealed cards. Play it twice, then trash it.



Painter
Action - $5
Name a card. Each other player reveals their hand. If any player has an Action or Treasure that matches, gain a copy; otherwise gain a Silver. Put any cards gained this way into your hand.



Paymaster
Action/Reaction - $6

+5 cards
Each other player takes a coin token
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Duchy.

65
If it's a positive on a terminal action, then it's a major opportunity cost for you, while zero opportunity cost for everyone else, so it's a big disadvantage. It's still an opportunity cost on a non terminal, as you have to go out of your way to buy the card. Does this apply to villages though?

How much would you charge for:

Council Village
+2 Actions
+2 Cards
Each other player draws a card

Also what about negative effects. Sometimes a negative effect for you is actually a positive effect for someone else (eg Discarding, Topdecking), but some are almost always negative.

Witches Village:
+2 Actions
+1 card
Each player (including you) gains a Curse

Or
Evil Smithy:
+3 Cards
Each Player (including you) gains a Curse

On one hand, you buy the card thinking you have a way to deal with it, but on the other hand, the effect is still tied to an opportunity cost.

66
Goko Dominion Online / Scavenger bug?
« on: June 15, 2013, 09:22:27 pm »
When I press "done" on the "discard deck" option, I then don't get/have to look through my discard to topdeck a card. Is that right?

67
Dominion General Discussion / Hypothetical: Disproportionate Base Set
« on: June 15, 2013, 06:21:18 pm »
Would it be possible to design a base set, with existing cards, that ends up suggesting very different strategies to what Dominion as we know it has? For example, by including lots of cards like Coppersmith, Counting House, Gardens etc., would that then suggest a game where trashing coppers is seen as bad?

Of course you could do trivial things like not include any cards with +actions or +buy, but is it possible to do this with a "normal" looking set?

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Dominion General Discussion / Is Expand overpriced?
« on: June 15, 2013, 06:14:38 pm »
It seems like its best functionality is done better by cheaper cards

It tends to be outclassed by Altar, Rebuild, Graverobber, Butcher, Taxman, Hermit etc. in the things it can do. The combination of effects is powerful, but none of those cards are limited to that particular function either.

What Expand does uniquely, among other things, is:
Copper->$3 Card that isn't a Treasure
$5 Treasure->Province
Estate->Power $5->Province all on its own

This is all good, but is that really enough to justify it costing $7? What would make Expand overpowered at $6?

Is it just a thematic thing that it costs $3 more than Remodel?

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Librarian:
Action - $4
+1 Action
Reveal your hand. The player to your left chooses any number of cards to discard.
Draw until you have 6 cards in hand.

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Puzzles and Challenges / Opening Questions
« on: June 14, 2013, 07:49:39 pm »
In a solitaire game:

1) Most cards before Turn 2
2) Most cards in an opening
3) Most unique cards in deck after opening
4) Fewest cards after opening

I'm guessing the answer to 1) is
Stonemason/Death Cart*2/4*Ruins

I think 2) Would be
Stonemason/Nomad Camp*2, then Stonemason/Death Cart*2/4*Ruins, then buying another 2 coppers

Not sure about 3)

4) Best answer so far is $6 doctor, trashing 3 estates, then mint, leaving you with a 4 card deck

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Rules Questions / Overpaying $0 for stonemason?
« on: June 13, 2013, 11:35:20 pm »
Are you allowed to overpay $0 for Stonemason to activate its effect (to gain Ruins/discounted cards)?

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Is Dominion even the kind of game that's capable of such a thing? What would be "broken" is most games would be "game warping" or "overcentralizing" in Dominion, but both players still have an equal chance of winning, and there's still usually ways to play the strategy "better" than the other person. Then that particular card has a random chance of not being present in the next game, so the game warping doesn't last long.

Perhaps extreme first (or second) turn advantage and/or a luck based strategy that works often enough to seriously thwart even the best players, but I'm not even sure things like GUILDS SPOILER Baker/Double Treasure Map will be grotesque enough, and at any rate, they have such a small chance of popping up in the same game.

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Assuming they're just an ordinary board game buying person, who never discovers isotropic or Goko, how many games of Dominion would they play in a year? How about in their lifetime?

In fact, how many playthroughs are board games in general meant to last?

Personally, I don't own a physical copy of Dominion, and my only friend that does lives back in my home town, so I probably play, at most, 10 games with physical cards a year. I'd easily play that many in a single isotropic session.

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Variants and Fan Cards / Thought experiment: Overhaul
« on: May 16, 2013, 05:21:35 am »
Overhaul:
Action - $5
Trash a card from your hand. Gain a card that shares a type costing up to $3 more than it.

Is this card balanced, keeping in mind, for $5:
  • Mine is the Treasure part of this, but the Treasure goes into your hand
  • Graverobber is the Action part of this, but it has an additional effect, and the card you gain doesn't have to be an action (and usually isn't)
  • Rebuild is the Victory part of this, but it's non-terminal, and the Victory card doesn't even have to be in your hand.

I'm thinking this card, even though it only seems slightly more restrictive than Expand, may be balanced at $4. It can't even trash Curses (unless the Curses run out), it's bad for early game Estates, and Copper->Silver is usually worse than Moneylender's effect (a flat +$3 is usually better than gaining a certain $3 card; if Moneylender had a +buy it would be strictly better).

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Variants and Fan Cards / Single Card Kingdoms
« on: May 09, 2013, 11:25:07 am »
These cards are Kingdom Cards that take up a slot, but their supply piles entirely consist of 1 card.

If a card has the type "Kingdom", that signals that it can never be gained.

Baroness
Victory - $0*
Worth 1VP for every Estate in your deck
---
This card costs $1 for every Estate left in the Supply

Junk Collector
Kingdom - $0*
This card has any cost you choose. When you would gain this card, instead either trash a card from your hand for each $1 it costs, or gain a card from the trash with that cost.

Fool
Action - $2
+$2
Put this card on top of any supply pile
---
When you gain this, +1 buy
Setup: Put this on top of the Province supply pile. The "Fool" supply pile counts as empty when this card is in the trash.

Recruiter:
Kingdom - $4
When you would gain this, instead gain a card costing up to $5, and set it aside on your Servants mat.
---
During your turn, you may play cards from your Servants mat as if they were cards in your hand. Trash any cards you play this way.

Commune
Action/Duration - $4
+1 card
Now and every turn this card remains in play: +1 Action
---
When this card is in play, it is also in the Supply.
When you gain this, put it on top of your deck.

Enchanter
Kingdom - $5
When you would gain this, instead move the Hex token to any Action card's supply pile.
---
After play a card, if you have no actions remaining, each other player gains a curse for each hex token on that card's supply pile.
Setup: Place the hex token on the Enchanter pile

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