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Help! / Re: Prosperity-Empires game
« on: March 05, 2019, 06:17:58 pm »
In this sort of game you might find that watchtower + platinum + colonies is ok. If the other players are playing with 3 card hands with goons they can't do that much without hitting a magic king's court turn. Piles might run out in 4 player before an engine truly takes off.

General Discussion / Re: TV shows
« on: March 04, 2019, 08:07:29 pm »
Umbrella Academy - Quirky with retero styles and some good characters. Not the best, but I liked it.
Kingdom - Korean zombie period drama. I liked this but I have to admit it ran out of steam by the end of the series.
Nightfliers -  I almost gave up on this as it isn't good but there was some new bloody sci-fi nastiness in each episode to keep it interesting.

Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: March 04, 2019, 09:09:32 am »
In terms of raw income in a basic deck, you are looking to play the mine and its associated treasures 4 times to have generated more income than a silver (bought instead of a mine). This is too slow for a basic deck. The mine is useful if you want to add income to a deck without adding many extra cards or using any more buys. The mine can also have a more subtle purpose, such as changing 0 cost cards into 3 cost cards.

Why we need a ruins ranking.

Dominion Articles / Re: Hermit
« on: February 26, 2019, 09:01:54 am »
I see a lot of players using a madman on turn 5 or 6 without preparing the deck to maximise the big hand with 2 actions. Adding a buy or a card gainer can get extra value from a hand full of copper.

I also see plenty of games where hermits are used as a trasher/gainer from start to finish. Hermits have two strings to their bow and both are important.

Dominion Articles / Re: Glossary Update
« on: February 26, 2019, 07:45:37 am »
Sifting is distinct from cycling. Sifting is a selection where you keep one set of cards, usually good cards, and discard/return another set of cards. Cartographer sifts. Patrol sifts. Ironmonger sifts.

For certain cards, sifting implies the arrangement of cards on top of the draw deck and that isn't described by any other term.

Dominion General Discussion / Re: A Question About First-Player Advantage
« on: February 25, 2019, 06:50:27 pm »
Even if you had this data I don't you can separate out miscalculations, gambles, random effects (boons, swindles, hexes), effective resignations, misclicks, multiplayer intentions, and so on.

Dominion Articles / Re: SaunaVanto --Draft--
« on: February 20, 2019, 04:22:39 am »
An old complaint about articles was the lack of multiplayer advice. In the case of sauna, it would be that you typically cannot control the split. You may not be able to get enough to make a strong deck. Opponents can empty the pile without you help.

It strikes me that Militia kills variance more than Cutpurse does?

Cutpurse takes $1 away from almost any early hand; Militia takes nothing from bad hands but $2 from good ones.

Doesn't that mean Militia's going to hurt more when people are trying to make their first $5 purchase?

Militia is stronger as it cuts down your options whether you want to buy, recycle, trash, or do anything else you need cards to do.

Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Lackeys
« on: February 06, 2019, 06:33:45 pm »
Lackeys seem to play like a Ponzi scheme.

General Discussion / Re: TV shows
« on: January 26, 2019, 08:19:51 pm »
For me, Punisher 2 was ok but it wasn't great. Worth watching for a few good characters who work really well together and try to forget those that don't (Russo and the doctor).

Dominion General Discussion / Re: What does it mean?
« on: January 20, 2019, 12:19:55 pm »
One cycle is pretty much equivalent to one play through a deck, shuffle to shuffle. Cycling faster is using less turns to do that cycle. If there's a key card in your deck then a cycle could be between plays of that key card, but for me a scavenger discarding a deck is cycling, a scavenger putting a key card onto the draw deck is some other sort of control.

Dominion General Discussion / Re: Why is Possession hated so much?
« on: December 10, 2018, 01:12:42 pm »
Possession was good in the way it changed the effects and value of kingdom cards to create unique games.
Possession was bad as the unique games it created could be degenerate, for lack of a better word, and less enjoyable than games without Possesion.
Possession was also bad for rule adjudications but that could have been managed.

Rules Questions / Re: Inheritance and Border Guard
« on: November 12, 2018, 06:04:51 pm »
I think it would be easier to think of each effect separately. Inheritance does not change the horn so the horn does what it says it does. This would avoid complicated issues down the line such as the (reterospective) sequence in which you would apply inheritance, horn/lantern, and maybe another future effect.

Dominion General Discussion / Re: What's the Weirdest Engine You've Seen?
« on: November 11, 2018, 11:35:03 pm »
Very little can beat the joy of a golem-scout-great hall engine to provide actions in an ambassador game.

Dominion Articles / Re: Draw-to-X engines
« on: October 10, 2018, 12:19:39 pm »
For some reason you've not mentioned vp tokens as part of payload (or megaturn, or accumulating coin tokens) when all the principles apply. Technically, Ritual and Bishop can trash provinces for vp.

Haven and gear might be worth mentioning for their cardplay interaction, as might the throne family.

Dominion Articles / Re: Island
« on: October 05, 2018, 02:17:10 pm »
If the win rate for opening with islands is about 50% then players are judging it's power correctly, by and large. They're opening 13% of the time with islands so by deduction that rate is appropriate and 13% isn't often really.

As for the end game, tunnels and islands can be picked up as a 2vp card so it's hard to exactly judge their overall impact in a strategy. Islands also have the potential to be part of a big 3 pile finish so the number of gains could also be a skewed statistic.

Puzzles and Challenges / Re: Guess the kingdom
« on: September 22, 2018, 09:21:51 pm »
Wolf Den, knights, pearl diver, hamlets, no 3 cost cards in kingdom, need no other piles bought. Palace, obelisk, plan, training, bonfire could also fit.

Dominion Articles / Re: Chariot Race
« on: September 19, 2018, 04:21:30 pm »
Chariot Race likes a high-value deck and thus encourages heavy trashing.
I think heavy trashing within a kingdom can be a problem for chariot race. A great way to defend against chariot races is to have a high value deck with heavy trashing and that innate defense is hard to overcome by having more chariot races. Moreover, the construction method for a chariot race deck can lead to lower coin incomes and lower cost cards in the deck, typically through an aversion to gold and provinces. This is pretty much covered/assumed by the article but not always directly mentioned.

So the relevant question is how far should you go out of your way to get Chariot Races?  How often is Chariot Race better than a weak $5 cantrip (say, Treasury)?  Is it often correct to invest in early +buy to try to get double Chariot Race on $6?  When (and how much) does winning the split matter?  I don't know how to answer these questions in general, unfortunately.
I don't really know the answer either but I'm guessing it's based on the innate defense of the opponent's deck.

General Discussion / Re: Music talk
« on: September 19, 2018, 01:57:56 pm »
This is compounded by so many modern songs lacking the musicianship of previous decades, so there's no point in me listening to a vocal I don't appreciate, put onto a synth backing track or looped sample, probably overproduced

There's probably way more musicianship going into the creation of the "overproduced" synth "backing track" than The Beatles playing their instruments.

Hmm, have you forgotten that Sir George Martin and the Beatles are renowned for their innovation in the studio as well?

General Discussion / Re: Music talk
« on: September 19, 2018, 01:07:26 pm »
As another older poster here, I'd have to say that I've separated out my cd collection into a 75% that I don't listen to and a 25% that I do, and the 75% is mainly composed of CDs that I bought in my teens and early twenties. I'm willing to dig out stuff from any decade now and if an album has great songs, or the artist can take you a specific time and place with their music, then the decade doesn't matter.

What stops me from appreciating a lot of modern pop music is that I don't like the vocal style, much in the way that I don't like musical theatre vocal style. If I'd grown up listening to that style all the time then yes I might appreciate that and not appreciate the Beatles, say.  This is compounded by so many modern songs lacking the musicianship of previous decades, so there's no point in me listening to a vocal I don't appreciate, put onto a synth backing track or looped sample, probably overproduced, even if the song is good. On the plus side, I heard a great new track from Rodrigo y Gabriella the other day so I might have to search out their new album.

Dominion General Discussion / Re: When seating order matters - Chariot Race
« on: September 17, 2018, 11:39:11 am »
Generally it is bad practice to plan your strategy around the fact that your opponent is weak.

In multiplayer this isn't strictly true. For example, it makes a big difference in three player games whether two players are buying provinces and one player is buying alt vp, or whether one player is buying provinces and two are buying alt vp. There isn't a single optimum strategy without knowing how your opponents will play. Part of your judgement may need to be "I would do this, but this other player isn't good enough to think of it so will probably do that instead".

I can also remember way back to Theory losing some competition with a 4 player final. There was a kingdom with some fishing villages, island, seas hag, ambassador, and Theory did the sensible thing with ambassadors while the others bought sea hags or islands. The sensible thing lost to the person who bought islands and scored some points before the islands, curses, and fishing villages ran out. In this case Theory needed to plan the strategy around the weak decks the opponents were actually building.

Perfection is not achieved when there is nothing more to add but when there is nothing more to take away. Efficiency is very much part of Dominion.

Other Games / Re: Pandemic Legacy (spoiler-free zone)
« on: September 04, 2018, 03:54:49 pm »
My group found each play through  to be either quite easy or an old fashioned Pandemic beating with early exploding epidemics. Failing any play through just gives the game another chance to turn nasty on you.

Dominion Articles / Re: Storyteller
« on: August 28, 2018, 07:33:04 am »
For me, the basic maths of the storyteller is that you spend each coin to draw each card. If your deck is worth on average less than a coin, curses maybe, then a storyteller might be poor value for money (unless you do want storyteller to cycle rather than draw). As card quality goes up, the value for money goes up. All draw cards face this problem when considering their purchase cost but you have to consider this each time you play storyteller too.

'Virtual coin' is probably not the right term as it is just as real as any other coin. Trying to use coin from terminal actions with storyteller seems weak but I wouldn't discourage players from trying to build a fishing village-monument-storyteller deck if they want to.
Sifters like cellar are good with storyteller both for getting the right type of cards in hand and use with big hand sizes.
Card counting and deck memory are important with stoytellers. You have the most coins to spend if you can spend exactly the right number of coins on storytellers.

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