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Messages - ancientcampus

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1
Dominion General Discussion / Re: Play badly or risk not playing?
« on: September 14, 2015, 05:38:02 pm »
Some people are going to recommend handicapping yourself or something like that, but I feel that is worse than just always winning.
Yup. If you find yourself outstripping everyone to the point it's not fun for them, then I'm in the pro-handicap tent.

2
Dominion General Discussion / Re: Most confusing combination?
« on: September 07, 2015, 11:49:39 am »
Possession + Outpost (+King's Court)
I've lost a game from failing to understand the Possession + Outpost interaction.

You mean playing outpost on the possessed turn?
I had gotten an Outpost not realizing my opponent could play it when possessing me and give me only a 3 card hand to play until it's my opponent's turn again. I was ahead until that bit me a few times. Masquerade was in the kingdom too.
Wow, I did not know it worked like that. I had the interaction marked in my head as "unusual - look this up if necessary." Good to know.

3
It'd be interesting to design a new deckbuilder where 5$ terminals that didn't collide properly could always be played as a Silver.  Mage Knights has a system that is a good deal like that, and I love it.
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Honestly, I think Ascension is a better intro to deckbuilders.
I like the Mage Knights idea. Not to derail the conversation, I really enjoy Star Realms, which is similar to Ascension (5 cards out, no "+action" limit). Though I feel the strategy is plenty deep, I never felt like "oh that entire playstyle I used as a novice is obviously counter-productive". Compared to ascension, I feel I learned it more quickly - how the factions are themed, and the importance of theming your deck.

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I think playing designed kingdoms is a better idea than using a dominion variant in your case though.  Try playing with Fishing Village a lot.  Terminals so very rarely slam collide dead in a Fishing Village environment.
I agree with this - carefully constructed kingdoms can be good with new players. The balancing point is some players like the random factor, so that's worth assessing on a per-case basis.

4
Dominion General Discussion / Re: First game engine
« on: August 29, 2015, 08:30:15 am »
So what I'm really saying is, yes, Remodel/Silver is better for early Mine, but you don't want Mine that early, which is why I prefer Remodel/Workshop.
Agreed. With Remodel/Workshop, though, my hands pretty much never pull more than $4 cash, until the deck takes off and I'm suddenly drawing the whole deck and hitting $9. So, I always buy the first market before mine.

5
Variants and Fan Cards / Re: Plague (Fan Expansion for Dominion)
« on: August 19, 2015, 11:41:47 pm »
Quarantine: I like the concept. I realize it was powered it up on request, but as it stands it's pretty broken IMO.

Will I take a 2 VP penalty in order to get access to $3 laboratories? Heck yes I will, even without the option to power it up. The ability to switch it to +buy or +coin on demand pushes it beyond "great". I would probably open Quarantine/Quarantine, race to get 8-10 curses on my mat if uncontested. I'm inclined to think the game would devolve into rushing quarantine, piling curses, piling quarantine, and then a complicated dance with duchies and provinces. (Like Rebuild, it'd still be pretty fun for a few games, though.)

GeeJo's version using tokens is a little more balanced, especially if it's competing with a lot of Adventurers cards. I'd still probably Quarantine/Quarantine anyways.


Poisoned Well: oh my word, you're evil. I love it.

Relief: also great. Great given the set (we've all been in brutal slogs before), but also works well in engines. (Come to think, it's very much like a proto poor house)

6
Variants and Fan Cards / Re: Quick sanity check:
« on: August 19, 2015, 11:02:53 pm »
Make it on play. It would still be weird, but at least you'd have a basis to argue that it overwrites Bridges played before it, and should be overwritten by Bridges played later (so now everything costs $3). You know, order of on-play applied. Highways would always be applied to the current state, so after on-play Obelisk, everything should cost $3, no matter from when your Highway in play is.

As your effect can't be throned, it's not an issue balance-wise. The issue of confusion stays, though.

Edit: As Peddler and Ferry both are not on-play, i would argue that they also are applied to the current state, and overwrite Obelisk.

I think that's a great idea. It would allow for intricate and rarely-viable strategies, which are always fun.

7
Variants and Fan Cards / Re: Really bad card ideas
« on: August 19, 2015, 10:14:10 pm »
Lost Rats V3
+2 Cards
+2 Actions
----
When you gain this, each other player gains a Lost Rats.
Whelp, there goes the pile.


My reaction:
Lost Rats actually looks like fun.
Rat Harem made me choke on my beverage.

8
Throne Rooming a King Parrot which Parrots the Throne Room is going to be weird, though I don't see why it wouldn't work.
Brain = Broke.

First off, love the idea for the set.

Second: I love King Parrot in particular. I like the idea of a card that replays cards that are already in play - I realize why it had issues working well, given that it utterly relies on +action in some form.

Conspirator is a great example though - it's okay (read: bad) if you haven't "activated" it yet, but not useless. I'd say a King Parrot that only plays the in-play card once, and provides some benefit if it lacks a target might be workable. Perhaps less exciting, though.

9
Variants and Fan Cards / Re: Engine pieces for colony games
« on: August 19, 2015, 09:50:25 pm »
Golden Retriever
Cost $6 (?) - Action
+2 Cards. Discard a card. Gain a spoils into your hand. Discard this.
That looks like fun! I have wanted an action card with "Discard this" for some time. I might design it so it doesn't have "+cards" - those make it much easier to infinite as long as you have +action to spare (until you hit the spoils limit), but great concept.

10
Dominion General Discussion / Re: How do you play double-Jack?
« on: August 19, 2015, 08:37:27 pm »
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Sure double Jack beats Smithy+money, but Jack+Smithy+money beats double Jack. Similarly with Envoy. And Courtyard+money beats double Jack straight-up.
Really?? It's like everything I know is wrong.

11
Variants and Fan Cards / Engine pieces for colony games
« on: August 14, 2015, 11:22:17 am »
It was mentioned at the general Dominion forum that Colony games are relatively *more* dependent on treasures over pure engines, because of the importance of Platinum.

This is 2015, though. Who even buys gold anymore? I mean really. So, if you were to design an action card intended for use in Colony games, that would provide money and reduce the reliance on Platinum, how would you go about it?

12
High-level play often involves building an engine long after you've started hitting $8 (kingdom permitting). For the majority of dominion players, though, they build an engine, start hitting $8, notice their opponent(s) have already started greening, and feel "drat, I better start too." Or, they start hitting $8 and buy provinces on principle before the engine is mature, and the engine never gets to full speed.

On boards with strong engines, Province games are paced that you really *can* get your engine up to "full speed", and often don't have to start greening before your engine is mature... but this is only true for high-level players most of the time. For most of the years I've played dominion, I've felt the same way: that Province games are too short for most engines.

Colony games without platinum - now that sounds like a lot of fun. Really good point that the importance of platinum makes colony games *more* treasure-reliant than Province games.

13
Dominion General Discussion / Re: First game strategies
« on: August 12, 2015, 12:37:49 pm »
If you predict there are 5 or more turns left in the game, I agree that Mine is best. I'm honestly not trying to start a fight, but is there reason to buy mine over gold here after turn 10?
Also, your other post mentioned "careful use of Cellar", which sadly I believe is beyond the scope of Geronimoo's simulator, but I could see that improving win percentage a little more.

Most certainly. If it wasn't clear from my post, I was somewhat in awe at how much improvement you managed to cram into your simulation. I'm definitely not critiquing the simulation, just trying to see what changes to make when applying it to human play.

The competition also made me realize how "simulator battles" are fun in their own right.

14
- Cards that change rules for the entire game (on their own cards that are placed next to the supply, similar to Events)

I've wanted to do something like that for a while. Things like "Players start every turn with +1 additional action", "Set up: at the start of the game, give every player 2 coin tokens".

Fan versions wouldn't even need to be particularly balanced, just fun for a game or two: "When gaining a card, if it would go to the discard, put it in your hand instead." But that's drifting off topic.

15
Dominion General Discussion / Re: minion tactics note
« on: August 12, 2015, 10:55:20 am »
Great timing! This specific scenario came up in the Dominion League S9 Championship.



The commentators specifically mention this discussion. XD

Edit: the moment in particular was at 9:44. The "Link to current time" feature didn't seem to work here.

16
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: August 05, 2015, 05:15:45 pm »
Why, literally, do Expeditions draw you cards?
The intrepid sailors know if they return empty-handed, you'll just send them back out again.

Also, big applause for the Song of Hans. That will forever be the Peasant's name.

Why does a Trader and a Trade both give you more silvers-per-card-trashed than a Trading Post?


17
Mine + Ill-Gotten Gains. Mine silvers and IGGs into more IGGs.

I haven't run this in a simulator, but in a IGG rush I'm pretty sure it's worth buying after your first IGG, if you have at least one silver in your deck. Hitting mine in the same hand as a silver or IGG is likely to result in 2 IGG gains that turn.

18
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: August 03, 2015, 03:11:01 pm »
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Why, literally, do Haunted Woods make you keep useless cards in your hand from turn to turn?
You may wander forever, unable to let go of the past.

Edit: ninja'd.

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When you Possess someone, of course you keep the cards you make them gain for yourself. But why does the possessed one get the trashed cards back?

You've got good insurance for that sort of thing.

Why, literally, are young witches powerless against cheap cards?

19
Goko Dominion Online / Re: Bizarre Bot Strategies II
« on: August 01, 2015, 05:15:24 pm »
If you go to "Multiplayer" and make a new private game, you can add a bot and see their rankings.

I'm pretty sure the rankings are adapted to your specific kingdom, though I'm not sure exactly how. Villager bot tends to have higher rankings on boards with strong engines, for example.

20
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: August 01, 2015, 03:48:21 pm »
Without the Vaulted supports, the last time the dwarves tried to dig too deep, the Tunnels collapsed long before they got anywhere near Balrog territory.

Why, in violation of tradition, does the Fortune Teller refuse to foretell riches of any kind?

21
Dominion General Discussion / Re: minion tactics note
« on: August 01, 2015, 03:41:23 pm »
Cool, thanks!

I've done this exactly once, against a bot, where I was running the engine more for fun and less worried about provinces outracing me. How often have you had cause to do it in a serious game?

22
Dominion General Discussion / Re: Promo Event card in Germany
« on: August 01, 2015, 10:09:08 am »

23
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: July 31, 2015, 01:48:16 pm »
Because it secedes from your nation and forms it's own miniature Dominion.

How, literally, does a Native Village hold so much junk?

24
Dominion General Discussion / Re: Custom Cards
« on: July 31, 2015, 01:45:30 pm »
I can't think of the last time I ran out of copper in an in-person game. The only time I find it conceivable is a 6 person game with montebank (because 6 person Goons engines, Gardens decks, etc. aren't viable). And then Intrigue provides more than enough.

I'd say the fun of making new cards > very small risk of it affecting the game.

25
Dominion General Discussion / Re: First game strategies
« on: July 31, 2015, 01:37:04 pm »
Remember that the simulation covers two player games. Multiplayer games have extra considerations.
You are, of course, correct. Also, the simulation is optimized against BM variants, not other engines.

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Also note that Mine lets you have fun Remodel shenanigans on this board. Mine + Remodel + Copper in hand lets you turn a Copper into a $5 cost. Mine + Remodel + Silver lets you turn Silver into Province. It is less money, but I believe you can get Mine early enough to make it worth it. At some point Gold will become better, it all depends on what your deck is like.
True. But I'd prefer to remodel gold --> province rather than mine & remodel a copper to a market or duchy. But you're right, the remodel--> draw what you just gained shenanigans are fun on this board.

If you predict there are 5 or more turns left in the game, I agree that Mine is best. I'm honestly not trying to start a fight, but is there reason to buy mine over gold here after turn 10?

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