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Messages - NoMoreFun

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1651
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.

1652
Here's my understanding:
Ambassador: You reveal a card, and that player gains a copy of that card.
Pirate Ship: You choose either nothing or attack his treasures.
Minion: You choose nothing or you and he discard and draw 4.

Correct, except you wouldn't discard and draw 4 with minion; only he does.

Also this attack has a penalty; each other player draws a card. It's a very powerful card, but the card draw is a strong penalty, and with no actions or draw you're less likely to be playing multiple copies in a turn while your opponents get larger hands to work with.

I was thinking of making it a ruins topdecking or normal curse gain, but I wanted it to be an attack where the best case scenario tended to be when it revealed one of your own attacks (especially something like Spy).

1653
A new variant to address all the concerns in this topic:

Rouser
Action-Attack
Cost: $5
+$3
Each other player reveals the top card of his deck, then puts it in his hand. If it's an attack, he is affected by it as if you played it. Otherwise he gains a curse, putting it on top of his deck.

Now it encourages buying attacks instead of discouraging them; at least until the curses run out. The envoyesque draw is gone, but it's still a very strong bonus.

1654
Mini-Set Design Contest / "Best of the Best" round?
« on: December 03, 2012, 01:06:01 am »
Should the winning cards be polled against each other in one final "contest"?

1655
Variants and Fan Cards / Re: A triple duration attempt: Musketeers
« on: December 03, 2012, 01:02:38 am »
Steal the wording from Outpost.

Musketeers:
Action/Duration - $3
+$1
At the start of your next turn, +1 action.
If you discard this from play next turn, draw up to 6 cards (instead of 5) in that turn's Clean-up phase.

Not bad, but the benefit doesn't stack

Maybe:

Musketeers:
Action/Duration - $3
+$1
At the start of your next turn, +1 action
---
When you discard this from play, draw an extra card at the end of that turn's clean up phase.

1656
Variants and Fan Cards / Re: A triple duration attempt: Musketeers
« on: December 02, 2012, 06:09:54 pm »
Why not just say:

Musketeers:
Action/Duration - $3
+$1
At the start of your next turn, +1 action
At the start of your following turn, +1 card

This way you get the full effect when you use TR, KC, Procession, or Band of Misfits

It just seems like it's hard to keep track is all.

1657
Variants and Fan Cards / Re: Vigilante: Attacks keep it in business
« on: December 02, 2012, 06:08:00 pm »
Right now, it is too similar and better than Feast.

I used the effect of feast (which this card is strictly better than) to demonstrate the concept; suggestions for the bonus without attacks in play are welcome (I was thinking a terminal +$4 for $5)

1658
Variants and Fan Cards / Re: Really bad card ideas
« on: December 02, 2012, 10:50:11 am »
It's Arbitrary Theme Time!

Duke:
Action/Victory - $5
Choose one: +1 Action, or discard this from play
---
Worth 1 VP for every Duchy in your deck

Treasury
Action/Duration - $5
+1 Card, +1 Action
Now, and at the start of every turn this is in play: +$1
---
When you buy a victory card, discard this from play

Philosopher's Stone:
Treasure - $3P
Worth $1 for every 5 cards in your deck and discard pile. This includes action cards.

Worker's Village
Action - $10*
+1 Card
+2 Actions
+1 Buy
---
If any actions or treasures are in play, this card costs $4

Remake
Action - $4
Do this twice: Trash a card from your hand, gain a different card costing exactly $1 more.

Oasis:
Action - $3
+1 Card, +1 Action, +$1
Discard a card from your hand
---
When you buy this, discard a treasure from your hand (or reveal a hand with no treasure)

Armory
Action/Ruins - $4
Gain a card costing up to $4
---
When you trash this, gain a Relic from the Relic Pile and a Ruins, putting them both in your hand.

Relic
Treasure - 0*
When you play this, return it to the Relic Pile. If you do, you may return a Ruins to the supply.


1659
Variants and Fan Cards / Re: A triple duration attempt: Musketeers
« on: December 02, 2012, 10:21:06 am »
The idea is that Now/Start of your next turn/Start of the turn after is too hard to follow, even though that's probably what this card would end up feeling like.

The other idea is a sort of self synergising card, but you need to "pace" it correctly

A similar idea would be
Fleet
Action/Duration - $4
+2 Cards
---
At the start of your next turn, +2 Actions

1660
Variants and Fan Cards / A triple duration attempt: Musketeers
« on: December 02, 2012, 10:00:55 am »
Musketeers:
Action/Duration/Reaction - $3
+$1
At the start of your next turn, +1 action
---
When you discard this from play, draw an extra card at the end of this turn's clean-up phase.

A duration card the gives 3 different effects over 3 turns. Buy lots of these and you'll be able to play lots of them in sync with each other to do well.

It's a terminal Copper, that's followed by a Fishing Village (without the $1), followed by a Caravan (that's vulnerable to attacks).

(Yes, I know there were actually 4 musketeers)

Edit: Removed the bottom decking. The intention is to have a followable: +$1, at the start of your next turn, +1 action, the turn after, +1 card
Edit 2: Found a happy version.

1661
Variants and Fan Cards / Vigilante: Attacks keep it in business
« on: December 02, 2012, 09:44:44 am »
Vigilante
Action-Duration - $4
Gain a card costing up to $5
At the start of your next turn, trash this card.
---
Discard this from play when an attack card is played


If nobody's attacking anyone, then he goes out of business.

The idea is, instead of receiving a penalty, you can receive a less harsh penalty from somebody else's attack.  I think the wording works due to the lose track rule. Triggering off your own attacks is a nice bonus, but since they're either also terminal or not very strong, it will be a tough setup. I used the effect of feast (which this card is strictly better than) to demonstrate the concept; suggestions for the bonus without attacks in play are welcome (I was thinking a terminal +$4 for $5)

1662
Mini-Set Design Contest / Re: Contest Idea: Filling out "the box"
« on: November 28, 2012, 07:57:46 pm »
Most of the sets only have a couple of blank cards. Seaside had 12, so there could have been an extra kingdom card. The base set had 7, but they also included randomizers for the Base cards, so there would have been room for another kingdom card there as well. I think in later printings they should include a promo card in that space (one that already exists so you don't need to re-buy the set).

Alchemy, Cornucopia and Dark Ages have no blanks, and Prosperity only has one.

There are ideas out there for single worthwhile cards though. Cornucopia managed to get around having blanks with the prizes. Similar ideas are everywhere.

I also personally think that the idea to include randomizers was an unnecessary expense and having one of the regular 10 kingdom cards act as the randomizer (possibly with some marking on the front) would have been a better idea. This also helps solve the problem of black market.

1663
More importantly, I think this card is going to have the same issues as the oft-suggested Reaction that reflects attacks onto the attacker. What will happen is that people won't buy Attacks in order to avoid being hit hard by Rouser, and therefore nobody will buy Rouser either.

I thought the problem with that was that you could have the rug pulled out from under you during your own turn, making you cautious to play attacks. This doesn't have that problem. It does disincentivise gaining attacks, but no more than Moat or Lighthouse does. Think of it as an alternative to buying copies of the attacks your opponents are buying.

1664
Interesting change zahlman, but I'm not sure I want this card to be a curser in games without one. The idea is to turn an opponents attacks directly against them. The new non attack effect means a strategy for winning would be to buy a lot of rousers and copper, giving you a semi terminal apothecary engine that also nukes everyone elses next hand; not sure that's what I want. $2 or P sounds a bit wonky though.

I'm still not sure what to make the non attack part, but I like the idea of some symmetry. Another idea would be to have everyone discard actions, which benefits you (since this is a terminal drawer), and hurts everyone else. I'm not a big fan of big money strategies though.

I would think that all the faq problems would be solved by having it be similarly defined to Moat and Lighthouse, just in reverse; you play a virtual copy of the card, but you are not affected by it, only the player who discarded the card is.

Therefore:
*You can trash their treasures with Thief and Noble Brigand, but you don't gain them after they go to the trash.
*With Pirate Ship and Minion, you can choose for either nothing to happen, or the attack portion of the card. If you choose the Pirate Ship attack and it hits, you still don't get any tokens on your pirate ship mat.
*You can't gain any cards with Jester, but you can make your opponent gain cards.
*You can block Young Witch and Mountebank attacks using the methods specified in their cards.
*Mercenary does nothing, because the card doesn't affect you, so you can't trash the 2 cards necessary to activate the attack.
*You can't start a cultist chain with someone else's virtual cultist.

Also in the card as it's written in the OP, the only attack that doesn't get activated by Rouser is Scrying Pool. I prefer the use of "discarded" since it definitively has the self attack in a separate timeframe to the initial Rabble style attack.

1665
Game Reports / Re: Best Possession of all time!
« on: November 21, 2012, 02:32:40 am »
He earned that Estate.

1666
Dominion General Discussion / Re: Stupid Pet Tricks
« on: November 21, 2012, 12:49:57 am »
Opening Noble Brigand so your opponents 2/5 opening is now 2/3.

But... if you know your opponent's opening is 2/5, that means they just played their 2, and have the 5 in hand... and even if you did it "psychically", they'd have a chance of drawing Copper on the next two cards after reshuffling. Or, say, the Duchess (or Embargo I guess) they bought with the 2 just to mess around with the example :)

It very rarely works, but I almost always open noble brigand when I start with 4 and I go first. It's not even a good strategy; just my "pet trick".

1667
Dominion General Discussion / Re: Stupid Pet Tricks
« on: November 20, 2012, 10:44:25 am »
One day I'd like to win by powering up the single fairgrounds, gardens, vineyard etc. in the black market. It may be able to be done with an "all in" black market deck.

1668
Dominion General Discussion / Re: Stupid Pet Tricks
« on: November 20, 2012, 10:28:18 am »
Opening Noble Brigand so your opponents 2/5 opening is now 2/3.

1669
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: November 19, 2012, 08:44:11 pm »
If they're so insistent on keeping them, there should be some errata that specify game ending conditions for the case of masquerade pins and possibly bishop+fortress. There's some other situations that can lead to the game not being motivated to end, like a thief engine destroying everyone's treasure on a board with no virtual $ or gainers but those situations are a lot rarer. I'd personally always include the ruins pile so that there are 3 piles costing 0 and regardless of where the game goes, you can theoretically force a 3 pile end.

Then again, I'm also in favour of there being infinitely many base treasures, so make of that what you will.

1670
If anybody pulls up Rouser, does only that player have to reveal the top 4 again!?

Also, "affected by Attack" isn't defined well. If Minion is pulled up, what happens? What about modal attacks like Torturer?

Overall, this seems too crazy in openings because of the +4 cards.

To the first question, yes. The "attack" portion happens after the discarding and topdecking has already been finished.

For minion, it's "as if you played" the card, so you get to choose which of the 2 effects they get (and if you choose +$2, you get nothing, because only THEY are affected). Torturer is their choice, as usual. Nothing happens if a Mercenary is revealed, because you didn't trash 2 cards, but they are still cursed by young witch even though you didn't draw or discard (unless they reveal a bane).

+4 cards is great for an opener, but I wouldn't put this card's +4 cards much higher than envoys, even in the early game.

1671
Variants and Fan Cards / Re: Gang of Misfits
« on: November 19, 2012, 11:52:23 am »
I'd assume that top decking it or trashing it with Watchtower makes you lose track of the card, since "When you gain" happens at the same time as the card, while "play it immediately" happens just afterwards.

I'm not completely sure about the lose track rule, but I think that if you gain a Nomad Camp with a GoM, then it will play the Nomad Camp, since that's where the card "expects" the nomad camp to go. If for whatever reason you gain another card at the same time (eg if Embargo was when gain), and you top deck that above the nomad camp with watchtower, then you can't play the Nomad Camp.

If you gain a Death Cart, you play the Death Cart immediately, but not the Ruins.

If Feast is on the board then you can use this to gain $5 cards, but not to play them, obviously.

Trader means you never gain the action card, and therefore don't have an action card to play.

1672
Variants and Fan Cards / Gang of Misfits
« on: November 19, 2012, 10:29:06 am »
Gang of Misfits
Action - $5
Gain a card costing less than this. If it's an action card, play it immediately.

If you don't get the name, say it with a southern accent.

It's a Band of Misfits meets a Workshop, which could be a problem; do you really want that Chapel in your deck? It can also do other Workshop functions, but that's not why you'd buy it.

1673
Variants and Fan Cards / Rouser: Self Sabotaging Draw+An attack attacker
« on: November 19, 2012, 10:14:39 am »
Rouser
Action/Attack - $5

Each player (including you) reveals the top 4 cards of his deck, discards the actions and treasures costing $3 or more, and puts the other cards back in any order.
Each other player is affected by any attacks he discards this way as if you played them.
+4 cards

It can be an extremely powerful attack if you chain them, especially late game in a copper trashing environment, but that's very difficult to do because of the nature of its draw, and in most cases would be worse than rabble. The card would be great in 5/2 openings, especially with fool's gold, but eventually its draw power is going to be severely minimized, and you will curse the card's name. Speaking of curses though, if you opponents think they can make your drawing even worse by flooding you with junk, then they better watch out, since they can end up hurting themselves instead. If someone's making an engine with Rousers somehow, you can buy a single Rouser and severely hurt their next hand.

1674
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: November 18, 2012, 07:42:21 pm »
Personally I like Masquerade the way it is, and I like the fact that in Dominion there are certain card combos that do super crazy unusual things like trashing all your opponents cards.

I like insane combos as well, but Masquerade pins cross the line into being unfun and game breaking, and aren't actually that uncommon in the grand scheme of things, since there are several cards that can substitute for "goons" (and even King's Court is negotiable). I'd even wager that if you're playing with all expansions, you're more likely to run into a Masquerade pin than a board where Scout is worth buying.

why do you view KC + Goons + Masq as any more offensive than KC x2 Bridge x3?  Both end the game immediately.

It's not immediately. It's a slow grind, and unless there's a looter or a pile already empty, the game doesn't even end officially.

I don't mind being hit by KC/KC/Bridge/Bridge/Bridge, but Bridge could maybe do with the same wording as Highway and Princess.

Edit: I guess though, that every time you buy a copper, the pinning player can destroy it, and once you can't buy copper there's no way to get back on your feet. However in pins where "goons" is Ghost Ship or Margrave, the pinning player also has no money, so it would be a draw.

1675
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: November 18, 2012, 10:40:05 am »
Personally I like Masquerade the way it is, and I like the fact that in Dominion there are certain card combos that do super crazy unusual things like trashing all your opponents cards.

I like insane combos as well, but Masquerade pins cross the line into being unfun and game breaking, and aren't actually that uncommon in the grand scheme of things, since there are several cards that can substitute for "goons" (and even King's Court is negotiable). I'd even wager that if you're playing with all expansions, you're more likely to run into a Masquerade pin than a board where Scout is worth buying.

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