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Messages - NoMoreFun

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1626
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 19, 2013, 01:18:05 am »
It's just something that's cool, like Rats/Fortress or Mandarin/Cultist/Watchtower/Horn of Plenty. I don't think it breaks the card. The biggest concern is that it would be a way for playing an attack to hurt the attacker, but you need 6 specific cards (Partition, Squire, Watchtower, Trader, Ill Gotten Gains and Goons/Sir Vander).

1627
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 19, 2013, 01:06:10 am »
The reaction war isn't an endless loop because the squire pile is finite.

1628
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 19, 2013, 12:59:48 am »
I really like the card, although it might need a bit of work to be balanced.

Perhaps the Action portion could be, "Trash a card from your hand. Gain 3 differently-named cheaper cards."

I'm not sure it needs the Reaction portion, but if you want it, it could require a discard to prevent an endless loop. "When you would gain a card, you may discard this. If you do, instead, gain a cheaper card, putting it on top of your deck."

It's no more of an endless loop than revealing the same Secret Chamber over and over. Eventually you're going to have to settle on a card. Even if you have a Trader in hand from a gained Copper, the choice will ultimately be a Silver, a card costing less than Silver, or nothing. My only concern is that it allows you to gain cards with on gain effects when you're "attacked" with the right combo of cards. It could be hard to remember whose turn it is when things start to get really silly.

Edit: Also Watchtower allows you to deplete piles. I think Squire is the only card that has an on trash effect that gains you a more expensive card (or Sir Vander, or Quarry+Hunting Grounds).  I think it's a cool novelty not worth changing the card over. Watchtower is already ridiculous with Squire, so being more ridiculous is ok by me.

1629
Dominion General Discussion / Re: Pet tricks you haven't tried yet
« on: January 19, 2013, 12:39:56 am »
Mint squire is not great.  It's too slow to get going again after lowering the total value of your deck to 3. And you cant squire a silver+ mint a silver in the same turn. and they will collide often.

Necropolis?

I just love all the "plausible" mint openings (even mint/pawn), and Squire seems like it would only fall behind Fools Gold as far as they go. Using it for the actions or buys will come in handy in this sort of deck.

I also keep thinking there's some way to make mint/beggar work, but I'll need to experiment. It'd have to be in huge games where someone's almost certain to play an attack.

Mint/Poor House also seems counterintuitive, but if there's another trasher on board it could work.

1630
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 17, 2013, 10:49:55 pm »
One thing that I just realised that could break the card

Player X plays a Witch
Player Y gains a Curse
-Revealing a Trader to gain a Silver instead of a Curse
-Revealing a Partition to gain a Squire instead of a Silver
-Revealing a Watchtower, trashing the Squire
-- Gaining a Goons
-- Revealing a partition to gain an Ill Gotten Gains instead of a Goons
--- Player X gains a Curse
---Revealing a Trader to gain a Silver instead of a Curse
(etc.)

In Multiplayer you could get a war of the reactions.

1631
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 17, 2013, 10:41:33 pm »
I picked 3 because 2 seemed far too weak to make the card ever worth buying.  Gold->3 Duchies might be too powerful and useful for every game though.

1632
Variants and Fan Cards / Partition: Cheaper cards all around
« on: January 17, 2013, 10:32:29 pm »
Partition
Action-Reaction $2
Trash a card from your hand. Gain 3 cheaper cards with different names.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card, putting it on top of your deck.

Note: You can reveal this when you gain a card costing $0 to gain nothing instead. Also you can trash a gold to gain 3 different Knights.

A reaction that can stop junkers and that breaks the rules of some cards like Haggler and treasure gainers. The top decking is to make the reaction potentially useful in all setups. The top part can be powerful in some setups (eg Trash an Ill Gotten Gains to gain 3 powerful $4 cards), but will usually be strategically complex.

EDIT: Added in "differently named".

1633
Variants and Fan Cards / Re: Iron Maiden (an Iron family attack)
« on: January 17, 2013, 09:58:32 pm »
Not bad, but the non attack effect is kind of weak. Maybe make the gained cards go on top of the deck.

1634
Dominion General Discussion / Re: Pet tricks you haven't tried yet
« on: January 17, 2013, 08:53:59 pm »
Opening Mint/Squire. I posted about it as soon as the card was revealed, but I haven't seen how it plays yet. I can imagine it being quite powerful with the silver gain.

1635
Dominion General Discussion / Re: Pet tricks you haven't tried yet
« on: January 16, 2013, 09:13:25 pm »
Anything involving a card from Dark Ages.

1636
Dominion: Guilds Previews / Re: The other seven cards
« on: January 14, 2013, 03:44:36 am »
7 Blanks

1637
Variants and Fan Cards / Variant: Play on to 500
« on: January 12, 2013, 10:05:47 pm »
Instead of starting with a fresh deck at the beginning of the next game, you keep the same deck you built in the last game, but use a new set of 10 kingdom cards to build it with.

But there's a twist! At the beginning of each game you flip a coin for each base card (Copper, Silver, Gold, Estate, Duchy, Province, plus Platinum, Colony and Potion if they're needed). If heads, use the original base cards including the Dominion Base Set (BS) in the supply. If tails, use the full art Base Cards from the Dominion: Base Cards set (BC). Whichever base cards are in the supply are the only ones valid for this game (ie they work as they're supposed to).

The other ones are all dead cards of the same type and cost with a "hovel" effect. They do nothing, but if you gain a card with the same name as it, you can trash any number of copies of it from your hand (So if you buy a BS estate from the supply, and your hand has 3 BC estates in them, you can trash all 3.) Kingdom cards from the previous game are usable even if they aren't in the supply. Furthermore, if you gain a kingdom card with the same cost as one in your hand, you can trash it.

However many victory points you have at the end of the game is your score. Furthermore you get 10 points for every player that you beat in a game (So in a 4 player game, the winner gets 30 bonus points, runner up 20 etc.). The first player to 500 points wins.

Some more rules:

*When a card refers to a base card, it must be the one in the supply for that game. Barons can't discard BS estates for money if BC estates are in the supply.
*All tokens, chips and mats are cleared at the end of a game. Set aside cards and in play durations are discarded.
*If both the BS and BC supply piles are empty for a given card at the end of a game, each player returns all cards of that name to the supply.
*The Province and Colony supply piles always switch from game to game, and the ones in the supply must be replenished to full size at the start of the game.
*All trashed cards are returned to their respective supply piles at the end of each game.
*If a kingdom supply pile is chosen and the pile has 5 or more cards left in it (ie not in players decks), it is used as is. If it has fewer than that, it is vetoed for another card.

1638
Variants and Fan Cards / Re: Card ideas that would only work online?
« on: January 09, 2013, 05:34:11 am »
I'd imagine the basic treasure, Spoils, and Rats piles would be infinitely large if they weren't originally bound by having to exist physically.

1639
Variants and Fan Cards / Re: Greed (Action) - Updated with a new idea
« on: January 09, 2013, 05:07:54 am »
Greed, 4$

+3$
Reveal your hand. -2$ for every Greed in your hand. (Can go negative)
Gain a Greed.

Action

So, 1 nets you $3, 2 nets you $4, 3 nets you $3, 4 nets you $0, and 5 nets you... $-5.  Ouch.

If you have no virtual money though, and you play your Greeds first
1 Greed: $3
2 or More Greeds: $4

But it does eat into your virtual money.
I'd consider making it $5 though.

1640
Variants and Fan Cards / Re: A self-limiting searcher
« on: January 09, 2013, 04:44:27 am »
If 9 are gone from the supply, buying the last one is an amazing investment (although it's not clear what happens if you fail to reveal another copy). Is there going to be a larger supply pile?

This is the kind of card that could do with an on trash bonus/penalty/ambiguous. Even "when you trash this, return it to the supply" would be good for the above.

I like it, but it may be a bit too random.

1641
Even if you do re-buy it, you're losing $3, but gaining +2 cards (and an action and 2 buys) over leaving it in hand.

So you need to decide whether that's worth it. If you always rebuy, it's +2 cards, +2 actions, +1 buy, -$3.


Another thing I just thought of is the KC/TR clause... Donald obviously thought it was important to not allow Madman to work with KC or TR. Perhaps Rival Markets needs the same sort of thing.

Madman gets exponentially more powerful played multiple times. A KC'd madman without the clause leaves you with a 24 card hand. Playing multiple Rival Markets is also quite powerful, but not to that extent. I could add a clause if it does prove to be too powerful though. It would most certainly be very, very strong with KC, but most actions are.


1642
Rival Markets
$5 - Action
+2 actions
+2 cards
+$2
+2 buys
Return this to the supply.

The idea is that it's a powerful engine component and megaturn enabler, but if you want to keep it in your deck you have to pay a premium for it every turn. You are $3 worse off per turn if you don't want it to be a oneshot. With the +buy, you can keep getting it back.

1643
Variants and Fan Cards / Re: Visitor & Propaganda
« on: January 08, 2013, 04:27:59 am »
I think in one of the contests there was a card similar to Visitor that was +2 actions, swap a card for one costing the same, put it in your in hand for $2. It did quite well IIRC. You can swap out your estates for these cards but they're not much more useful in large numbers.

1644
Variants and Fan Cards / Re: Halfback
« on: January 08, 2013, 04:22:34 am »
Would there be any problem with this?

Halfback
Action - $4
+$1
+2 buys
If you have another Halfback in play, discard this.
---
While this is in play, when you buy a card, +$ equal to half its cost in coins, rounded down

It's a sub $2 effect after being played the first time, it's a terminal, and it doesn't draw, so I'm ok with you being able to draw it and play it twice in the same turn. Are there any ridiculous combos that I haven't thought of? Any infinite loops?

Also there are too many cards that it forms game breaking combos with if it's on gain, so it's on buy.

1645
Variants and Fan Cards / Card ideas that would only work online?
« on: January 07, 2013, 04:29:08 am »
Post card ideas that would be too impractical or impossible to play IRL, but may work on something like isotropic.

I'll start; with a few attacks

Skilled Militia:
Cost: 5
+1 action
+$2
Each other player sets aside cards from his hand until has has 3 cards in hand. He then shuffles the set aside cards into his deck.

Clairvoyant
Cost: 4
+$2
Each other player reveals cards from the top of their deck until he reveals a card that is neither an action nor a treasure. He puts it on top, then shuffles the other revealed cards into a pile that goes on the bottom of his deck.

Administrator
Cost: 5
Gain 2 Silvers
Each other player reveals their hand, then discards all the victory and curse cards. Each player then shows his discard pile and shuffles all victory and curse cards from it into his deck.

Haggard Witch:
Cost: 5
+1 Card
+$1
Each other player gains a curse, shuffling it into his deck

1646
Dominion General Discussion / Re: Interview with Donald X.
« on: January 06, 2013, 09:35:16 pm »
Total cards in each set that are randomisers, blanks and placeholders:
*Base set: 40 cards (4 kingdom cards)
*Intrigue: 33 cards  (3 kingdom cards)
*Seaside: 38 cards   (3 kingdom cards)
*Alchemy: 12 cards   (1 kingdom card)
*Prosperity: 26 cards  (2 kingdom cards)
*Cornucopia: 13 cards (1 kingdom card)
*Hinterlands: 34 cards (3 kingdom cards)
*Dark Ages: 35 cards (3 kingdom cards)

For a total of 231 printed cards that aren't used in gameplay (I'll assume guilds will add another 13 unless the randomiser cards are built into the mechanic somehow)


1647
Variants and Fan Cards / Halfback
« on: January 06, 2013, 09:11:47 pm »
Halfback
Action - $4
+$1
+2 Buys
---
While a Halfback is in play, when you gain a card, +$ equal to half its cost in coins (rounded down)

Compare to Bridge and Haggler. The wording is such that even if you have multiple Halfbacks in play, you still only get the same bonus (to avoid sudden explosions of money). It's on gain instead of on buy so it can combo with workshop and remodel variants - although that may be too powerful.

1648
Dominion General Discussion / Re: Interview with Donald X.
« on: January 06, 2013, 07:38:46 pm »
Why is there a strict requirement to have a round number of cards to the point where it influences what cards make it into the game?

Also, what's your take on including blank cards in general? What do you anticipate players do with them? If you could go back and replace the blank cards and placeholders (which IIRC you never used) with new cards, would you?

1649
Also some other things;
*If there's a card costing between 3 and 6 in the trash, and he turns up a Rogue, nothing happens (no curse gain, no trashing)
*If he turns up a Knight, then trashes another Knight as a result of it, the Knight just put in his hand doesn't get trashed.

Yeah, I just think there are too many specific cases like these that you have to deal with for this card to work.  It's just not intuitive.

Seems fairly intuitive to me. You play a virtual copy of the card, and any time the card asks you or any player but the one who revealed a card to take any kind of action (drawing, gaining, trashing etc.) you instead do nothing.

I think Ambassador is the only tricky case. If you think revealing a card from your hand constitutes doing something on the same level as drawing or gaining, then turning up an Ambassador results in nothing. I would prefer to have it work as stated in earlier posts though.

1650
Dominion General Discussion / Re: Interview with Donald X.
« on: January 06, 2013, 06:42:21 pm »
There are 12 blank cards in Seaside; enough room for an extra kingdom card. Why was the decision made to have blanks instead of an extra card? This is especially notable as seaside had at least 2 outtakes that were deemed good enough to release as promo cards.

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