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Messages - Rhombus

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Dominion General Discussion / Re: Interview with Donald X.
« on: January 20, 2015, 12:06:08 am »
Why not a special expansion that plays with the pirate ship boards, ruins, and other components?  I understand the concern about always wanting to be able to play an expansion with base, but it's also not like you could play just Seaside and Dark Ages.  Perfect for players that have all the expansions, encourages getting more of them, and people could just leave cards out that require a resource they don't have if they don't have a particular expansion.
Any product happens instead of other products. That's a key thing for any considerations like these. Some people really want Alchemy 2. Why not do that? Because there are more people that would prefer anything else, anything but that.

The potential audience for a product that requires Dominion is larger than the potential audience for a product that requires Dominion and Seaside. Why limit ourselves to the smaller audience? So we can use the pirate ship mat without including it? I'm not seeing it.

The same logic could be applied to the expansions themselves: why make expansions that require base Dominion and not just spin-offs/other games?  Because there is a market for them.

I understand the economic concerns of manufacturing and selling games and that a 2-deep prerequisite has less audience than a 1-deep prerequisite.

I think most game expansions are fairly unlikely to bring a significant percentage of new players to the game unless you are talking about licensed product, which does not appear to be a direction Dominion is going in.

My guesses:

The mats are adventure mats.  You somehow are assigned or take on an adventure/adventures and track their progress on the mat.

Completing adventures may even give you some sort of alternate victory point / game winning condition.

Event cards are cards you can 'play' any time, but they are always available for all players to play.  Perhaps all 20 event cards are available to always play, perhaps there is a more limited number like 4-8 available in one particular game determined at random.

Dominion General Discussion / Re: Interview with Donald X.
« on: January 19, 2015, 03:26:25 am »
A plausible way of reissuing Ruins would be to make new Ruins.  In the grand scheme, junk action cards are junk action cards even if they do slightly different things.  For those that already have Dark Ages, they would still get new cards to mix in.  For those that don't, they get Looter cards.
That's true, and that also works for Prizes. However! For Ruins I can fall back on, wait, how exciting is this, who is it out there that really wants even more of these attacks, wants them so much as to give up 50 additional cards in an expansion to get them. It's hard to believe I can't make better use of that space.

Why not a special expansion that plays with the pirate ship boards, ruins, and other components?  I understand the concern about always wanting to be able to play an expansion with base, but it's also not like you could play just Seaside and Dark Ages.  Perfect for players that have all the expansions, encourages getting more of them, and people could just leave cards out that require a resource they don't have if they don't have a particular expansion.

Dark Ages Previews / Re: What is your favorite Dark Ages card ?
« on: September 04, 2012, 02:02:31 am »
Graverobber - feels awesome to grab back those Pillages in some combo, especially when you never actually bought one.
Hermit/Madman - ridiculous defense to cursing, and madman might be even better than Tactician (and Tactician is the strongest non-attack $5 IMO).
Poor House - when the board is right, a moneyless deck is just super fun.
Procession - just love it.
Wandering Minstrel - perhaps my new favorite village ahead of Mining Village.

Honorable Mention:

Pillage - hated it at first, very interesting in combos that grab from the trash and perhaps others.
Sage - hated it at first, but there are some very interesting combos available, especially with Sage chains grabbing specific cards, wading through curses/ruins.
Squire - +2 Buys can be quite neat, and the options are awesome.  Power $2
Cultist - I love attacks, and the chaining effect is pretty cool.  You can even run Cultist+BM which is neat.
Fortress - neat mechanic, just wish it was a little more 'exciting'
Ironmonger - still haven't figured this one out, but it feels like a good opener, and you really can't have too many.

Overall my favorite would have to be Madman, which might be my new favorite Dominion card (but still needs more playtesting).

Dark Ages Previews / Re: Madman works
« on: September 04, 2012, 01:54:17 am »
To echo OP - Madman is AWESOME.  Wandering Minstrel is awesome as well in most decks and there are almost limitless combos.

Dominion General Discussion / Revalation
« on: August 24, 2012, 01:01:38 am »
From the Dominion description:

"You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams. You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion. In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner. But wait. It must be something in the air, several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn’t be proud, but your grandparents, would be delighted. "

So, from this, we've just seem foedums.  Petty lords = knights? or perhaps the players.  Minions, buildings, and treasuries have already been dealt with.  Rivers and evergreens as well as buildings = victory cards.  So, are fiefs and freeholds concepts/cards we may see in Guilds?  Were these cards lying under our noses all along?

Goko Dominion Online / Re: FunSockets Livestream
« on: August 23, 2012, 06:33:39 pm »
Did we learn anything except "These are things we may or may not due at some flexible time point in the future." ?

Goko Dominion Online / Re: FunSockets Live Q&A Thursday, 3PM PST
« on: August 23, 2012, 05:50:16 pm »
Am I not seeing the link, or is it not posted yet?

Dark Ages Previews / Re: Best set to mix with DA?
« on: August 23, 2012, 05:41:28 am »
Have you already played all the predesigned kingdoms in the rule book?  The handful I've played were pretty sweet - I'd do all of those first.

Goko Dominion Online / Re: FunSockets Live Q&A Thursday, 3PM PST
« on: August 22, 2012, 04:04:37 am »
FYI, Google Hangouts can only hold a total of 10 participants.  You can broadcast to YouTube as a Live Stream, but then you'd have to set up a way for those people to submit questions/responses.

Dominion General Discussion / Re: Keeping your friends
« on: August 22, 2012, 03:59:39 am »
To echo a bit from above:

Always start with the recommended first game.  Now, when I first started, playing the first game once was enough - I instantly understood most of the combos.  Playing the same setup was terribly boring the 2nd time (and Dominion was my first deck builder).

It depends who you're explaining to.  With some people, explain big money, terminal actions, terminal draw, cantrips, villages, and engines (after you've played the first game).  With others, introduce each concept slowly and show by demonstration.

Once you've played 2 or 3 recommended game setups, do randoms.  As you play, discuss board strategy.  "I'm thinking of opening Smithy/Silver, because I see village on the board, and a Smithy engine appears to be the best strategy.  I'm going to end up purchasing another Smithy and more villages, then perhaps more Smithies and Villages and then some money.  In the middle I'll purchase a Market or two so I can buy multiple cards on the same turn with the +buy."  Explain things like "I notice Sea Hag on the board, which is typically considered the strongest $4 card, so I think I will open with that.  Lookout is also on the board, which is a very strong counter because ..."  I've never played with any sort of handicap.

Then they'll ask questions for the next handful of games and rules questions will arise every once in a while, but now you have a new Dominion player!  The most frustrating thing to me is explaining to a player why their weaker strategy beat your stronger strategy due to the shuffle luck and/or probability that they can't comprehend.

General Discussion / Re: DominionStrategy Forum Members Map!
« on: August 21, 2012, 03:04:50 am »
Just saw this for the first time (and added).  Feel free to hit me up for some games! :)

Dark Ages Previews / Re: Speculation Regarding Future Knights Cards
« on: August 20, 2012, 05:32:25 pm »
How about a promo set of Dominion to celebrate the 10th anniversary of Dominion :D
It could try to sum up Dominion in a card!

Castle Builder - Action, $6
You may play an Action card from your hand. You may play any number of Treasure cards from your hand. You may buy a card. Discard your hand. Draw until you have five cards in hand.

That's actually pretty cool.

Dark Ages Previews / Re: The Bold Predictions Thread
« on: August 20, 2012, 05:09:36 pm »
re dondon: Forager will be a good mid/end game card on most boards - it's Trade Route but with treasure cards.

I will almost have to disagree on this one. Whereas buying varied VP cards is nearly inevitable in the endgame, trashing good Treasures is not. Maybe you will trash a Silver; you will almost not certainly trash Gold, though. Definitely not to build up Forager, because: if you do it early on, you lose a Gold, and if you do it later in the final stretch, you could have trashed a Copper/VP/Action card for slightly more net coin.

It really depends on what TFB's are on the board, as you said.  And if you have the stronger engine, then you can get a gold in there to power your Foragers.  Thinking more, I'm probably not evaluating completely correctly because on the game or two I played with Forager, my opponent fully powered it for me, but my engine was stronger so thrashed him with it (completing 2 and 3 province turns).  There were also reasons to pick up Foragers eg plenty of actions, Armory, and strong 4's, BOM, and good 6's, all typically being TFB, so there was trashing left and right.

In general in Dark Ages games, the trash pile always gets huge - bigger than any deck by far.

Dark Ages Previews / Re: The Bold Predictions Thread
« on: August 20, 2012, 05:01:32 pm »
re dondon: Forager will be a good mid/end game card on most boards - it's Trade Route but with treasure cards.  It also combos well with Procession, TR, KC, or some similar setup.  I agree on Storeroom and Marauder.

Dark Ages Previews / Re: The Bold Predictions Thread
« on: August 20, 2012, 04:46:27 pm »
Re WW: Hunting Grounds is good if you can upgrade into it, or if you really need draw, but it is indeed situational due to cost.
Re ch: Poor House definitely is good - and playing a moneyless deck is super fun too.
Re everyone: I agree, Squire is a power $2.

I love Hermit/Madman - it's like flexible Tactician, and that's awesome.

Bold Predictions:

Hermit/Madman may become my favorite new card(s).

Strategies to use Pillage and top deck them from the trash on the same turn will be strong (with a high 1p advantage).  Whoever gets this set up first may very well win.

Marauder is very strong because not only does it dole out ruins, but you gain spoils at the same time.  You'll need a very good counter to avoid having to purchase a Marauder or two yourself.

Wandering Minstrel may become the village of choice in most games.

Death Cart games where it's a key component will be very swingy and hated (if purchasing it early is important, which with a card like Marauder or perhaps even Cultist it will be).  Less swingly in mid and end game.  In a ruins game without much/any trashing, once ruins are out this is a powerhouse.

Cursers will lose strength to Looters because looters tend to have much more benefit to the attacker.

Dark Ages Previews / Re: The trash bounce
« on: August 20, 2012, 12:28:17 am »
Village + Pillage + Graverobber/Rogue.

Works with Feast too of course. But a 3-card combo just to make a 5 gainer is probably too much effort.

Pillage is really, really good though - and you can use any village so there's a lot of different options.  It feels like a pin, that's how strong it is (if you can play Pillage every turn).

Dark Ages Previews / Re: The trash bounce
« on: August 19, 2012, 11:19:03 pm »
Village + Pillage + Graverobber/Rogue.

Dark Ages Previews / Re: I'm not so sure I like the idea of knights.
« on: August 19, 2012, 01:21:41 am »
Perhaps there are pins and more intense scenarios, but knights are strong on some boards, weak on others, and irrelevant on others (just like most cards).  When we played there were no 'knight races' - winning the split just didn't matter (in this particular case at least).

Dark Ages Previews / Re: Best knight?
« on: August 19, 2012, 01:08:49 am »
After playing a few games with Knights, I think it can really be summed up to this:

Which knights are better really depends on the board.  Who got which knight didn't make any difference in the outcome of the game, honestly.  Though if one of them is underpowered, it's probably Sir Vander.

Dark Ages Previews / Re: Dark Ages initial report
« on: August 19, 2012, 01:04:50 am »
A brief update on my experience with Dark Ages:

Rats - still can't figure them out (had many opportunities, but haven't bought one).  Maybe they can help protect against cards like knights?
Knights - can be useful.  Attack is very good against trimmed decks.
Poor House - played a money-less deck and rocked the game (and was super fun).  Poor House is a power house but definitely board dependent.
Wandering Minstrel - absolutely awesome.  A village with 3-card cartographer effect for $4, just wow.
Squire - great card, good for +buys, +actions, and even silvers in the beginning depending on your deck goals.
Hermit - awesome defence against cursing attacks and looters; Madman is amazing.  Tactician is my favorite card... I may just love Madman more.
Altar - situational.  Doesn't feel like a powerhouse, but might be strong on some boards.

Necropolis - despite what others say, I still think it helps enable engines.  The shelters in general are pretty awesome to play with.

Dominion Isotropic / Staying up or what?
« on: August 18, 2012, 02:20:35 am »
Seeing as we have no Goko, it seems fair to leave Isotropic up (and why not?).  Not only that, but there's bunches of Dark Ages copies out and we know Dark Ages is on iso, so can we see those too?

Shut it down when Goko actually comes online (still not ideal, but as long as we can play Dominion online, that seems fair).  Words from the powers that be?

Guilds Previews / Re: Looking to the future: The Guilds
« on: August 17, 2012, 03:24:47 pm »
Perhaps permanent play cards like:

At the end of your clean-up phase, gain a copper/silver.

At the end of your clean-up phase, +1 VP. (unlikely)

All other players may only draw 4 cards during their clean-up phase.

+1 Buy on your turn.

+$x on your turn.

+x Actions on your turn.

Long-lasting bridge type effects.  Or possibly even a marker like Embargo coins that signifies cards that have been raised or lowered in price for all players.  Picture artificially creating $1 or $8 or $9 actions.  A $12 Province, a $9 Colony, etc.

Dark Ages Previews / Re: Dark Ages initial report
« on: August 17, 2012, 03:16:16 pm »
For instance in a Witch/Cultist match I suspect you want to buy cultist on your first 2 fives and then alternate duchy cultist after that otherwises the curses will kill you when piles run (they will)

I haven't gotten in on that debate in the other threads, but I am quite convinced that you'll want to buy a Witch before Cultist.

Why?  Cultists chaining is nice (so you can give out junk more quickly).  It also depends if there's a trasher, because once Ruins are low/out, you can trash Cultists for a nice benefit as well, likely putting yourself in position for a Province buy.

Dark Ages Previews / Re: Procession Interactions
« on: August 17, 2012, 03:12:13 pm »
Those all sound correct to me, though you may have wanted to trash the Silver first in the final example. But otherwise, yes, your understanding is right (provided that mine also is).

Yes I know, it was just to verify that for some odd reason the two Foragers aren't worth $6 instead of $5 (why would they be? but just in case)

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