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Messages - ben_king

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Rules Questions / Re: Trashing an Estate for Pirate Ship
« on: April 08, 2019, 12:06:23 pm »
Based on the ruling that playing Band of Misfits as a Treasure Map does get you 4 Golds, it would seem that the "if you/anyone trashed..." wording checks what was trashed at the time it was trashed, rather than what the card currently is.  So I agree that you are correct.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 25, 2019, 10:02:25 am »
Emissary, $4
Action - Attack
For each other player, choose one: +2 cards; or gain a Curse to your hand.
Pass each other player a card from your hand.

Dominion General Discussion / Re: Ridiculous high scores vs. the bot
« on: March 10, 2019, 01:33:08 pm »
Challenge: get enough points vs. Lord Rattington to overflow a 32-bit integer and see what happens with the ShuffleIt client.

I just realized that I forgot to ever write up my experience with this tournament.  Great tournament as usual.  I was fortunate enough to make it to the final table this year, so I think I actually got to play all the kingdoms.  Here are my recollections on the boards in the order I played them:

Set 3: This kingdom felt relatively vanilla compared to most of Elestan's kingdoms. (he told me how he created it, but I won't spoil it.  I'll just say that if you've played any famous designed kingdoms, this might feel somewhat familiar) The build ended up just being a standard engine.  I was able to win Ghost Towns (with 5 I think), so I just plugged away at Provinces after that (mainly through Replacing the Golds from Market Square).  It was nice to start off with a straightforward win.

Set 4: This kingdom was a little bit miserable.  Fortunately the Cultists got Embargoed after everyone picked up one Cultist.  But the main way to score points here was Orchard, and your Orchard points could be wildly different depending on which Ruins you got.  I went with a Diplomat thing, activated by at least one Secret Cave every turn (which is pretty easy with so many Ruins in your deck).  I should have picked up Wine Merchants, but I was one turn away from the pileout when Professor Yes piled out (he was 2nd player and I was 3rd).

Set 1: This was my least favorite set of the day, and I think it was mainly because it felt like you couldn't plan a good strategy without knowing what everyone else was going to do.  I foolishly committed before I knew what other people were doing.  I opened with Rogue, figuring that everyone would be playing with Necromancer and that Rogue would let me take away their good options.  Turns out no one else bought a Necromancer.  Everyone else pretty much just went with Shepherd, and I had to catch up.  I was able to do that with Knights, and toward the end of the game, I trashed most of my uniques away with Rats.  I think I was able to pull out the win, if I'm remembering correctly.

Set 2: This was probably my favorite board of the day.  There was a great Conquest strategy you could pull off here, KC-ing Jacks to gain Silvers, and KC-ing Pookas to trash the Silvers and draw.  Then you could buy 1-2 Conquests per turn.  The Pookas kept the deck size manageable and you got to keep the Conquest points, without worrying about Bandit Fort.

Set A: Despite a 1-hour time limit, the time limit bit me here.  I decided to play Counting House/Storeroom, which is ridiculously tedious here, involving most of the Settlers/Bustling Village pile, Secret Passages, and Artificer.  I chose this strategy here, because I was worried about not getting enough Bustling Villages and/or getting Pillaged if I went with Goons.  For the other players who did play Goons, this ended up being an issue, and my Counting House strategy was steadily picking up a Colony per turn, while the Goons players were getting 2-6 points per turn.  Of course the Counting House strategy took a lot longer to get up and going.  It was on pace to win easily when time ran out, and I only had the second most points in my deck.

Set B: For whatever reason, the other players here ignored Militia and Raider, so I decided to go for the Mandarin golden deck.  I wasn't able to quite live the dream here (wasn't able to turn Tragic Hero into Fortune), and I had to use Conclave to hit the amount I needed to get Mandarin and the green cards, so I didn't have the perfect golden deck (I think I only had 3 turns of making it work), but it was enough to get the win.

Set C: This was my first game of the day with AdamH, and I was ahead of him in the turn order, which is what made the difference here.  My Enchantresses absolutely wrecked Adam.  I don't think he was able to play an un-enchanted Enchantress until his after his 3rd reshuffle.  I actually played pretty poorly otherwise.  The thing to do here would have been Ritual on Peddlers, but I was playing a crazy one-of-everything strategy.  I think I still pulled out 2nd thanks to Adam's bad luck.

Finals: I don't feel too bad for Adam, because he got his revenge here.  I was 3rd in the player order (Adam was 1st), and both previous players opened by Summoning Young Witch, so I had two curses in my deck before I ever shuffled, and both other players also got to avoid their $2 hand.  I never really had a chance.  But I was just happy to make the final table.

I was able to pick up Innovation from the game store with my 3rd place winnings.  Unfortunately it looks like I missed the Innovation heyday on Isotropic.  But all in all, an excellent tournament.  I had a blast, and I'm looking forward to next year.

Other Games / Re: Temporum Rules Questions
« on: December 11, 2018, 10:16:44 am »
I had an interesting rules question come up in a game last night.  We had Exodus active when P1 advanced all 10 crowns to time 4 (without advancing the extra crown), then P2 advanced all 10 crowns to time 4 (without advancing the extra crown either).  On P1's next turn, she changed history to make Exodus no longer active, but wasn't able to advance a crown.  Does the game end in a tie?

What if P1 had changed history (so Exodus wasn't active) and then forced P2 to retreat one crown?

That's really weird.  That's the URL of the product I ordered.  In my cart, it still shows a picture of Renaissance, but when I click on it, it goes to the base game.  It definitely was Renaissance a few days ago, no reviews, etc.  It would be real annoying to end up with the wrong thing here.

I can confirm that even though Amazon's page changed for a while, my copy of Renaissance did arrive today.

How? I literally can't find it on Amazon. This url, which contains "Dominion-Renaissance" in it, goes to a page that sells the base set.

That's really weird.  That's the URL of the product I ordered.  In my cart, it still shows a picture of Renaissance, but when I click on it, it goes to the base game.  It definitely was Renaissance a few days ago, no reviews, etc.  It would be real annoying to end up with the wrong thing here.

Variants and Fan Cards / Re: Reaction cards
« on: November 07, 2018, 10:11:25 am »
I remember when I asked Donald X. about it, he had at least 10 dimensions of complexity/simplicity that he considers (some of which would fall under your three), but I expect it's the additional things that Donald X. is trying to optimize that makes it near impossible to satisfy all the types of simplicity.

But seriously, you should ask him about it.  The statement that you quoted from me is something I've seen him say many times.

Variants and Fan Cards / Re: Reaction cards
« on: November 07, 2018, 09:43:34 am »
In the design of this set, a decision was made to try to use clear, concise wordings for cards, even if those deviated from the historical, somewhat procedural wordings that were used in the past.  All of this in the pursuit of simplicity, which of course has many dimensions (you should ask Donald X. about the different types of complexity sometime).

At this point in Dominion design, it's extremely difficult to create cards that will satisfy all the different criteria for having a card be "simple," while still having it be fun to play.  So you're always going to have to cut corners somewhere.  You can have a card simple in some dimensions, e.g. the wording of Capital is simple and unambiguous, but complex in other dimensions, such as making you pay attention to a keyword that you've never had to before, or causing rules questions.  Some other types of complexity, such as difficulty to implement online or difficulty to translate, are not even considered in the design process.

Everyone of course has their own opinions on which types of complexity are more odious, but complexity is unavoidable at this point.

Variants and Fan Cards / Re: Reaction cards
« on: November 06, 2018, 01:53:34 pm »
The card doesn't actually even need "using the word 'reveal.'"  Early versions didn't have it -- it was just added for clarity.

Variants and Fan Cards / Re: Reaction cards
« on: November 06, 2018, 10:50:15 am »
Patron is clearly worded but it is in my opinion a bad idea as it does not allow intuitive application.
As GendoIkari has pointed out, cards get revealed lots of ways without the word "reveal" being printed on a Kingdom card.

Personally I don't feel like this is really a problem.  People seem to understand "gain" well enough.  There are lots of times where you "get something desired, especially as a result of one's effort," but it doesn't count as gaining for Dominion purposes.  "Using the word 'reveal'" just clarifies that it's talking about revealing as a Dominion concept, not the general English concept of revealing.

Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 01:13:51 pm »
Border Guard is pretty disappointing. I expected something interesting with the two remaining Artifacts and instead we got a weak sifter.
This will probably be revealed in the Secret History but I find it interesting that no straightforward Villagers Village landed in the set. My guess is that it was too strong at $4 and too weak at $5.

Secret History will definitely have a lot to say about the Artifacts that made/didn't make it.  There were a number of interesting Artifacts that didn't make it for reasons other than not being interesting enough.  But I'll leave the rest of the history to Donald X.

Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 12:44:08 pm »
I mean, it is very abusable. Hero can gain Grand Markets and Goons for you. Grand Markets give you + Buys and you can play Goons without consuming any Actions. An amazingly oveerpowered combo.

Some cards like Harvest or Tormentor already get a huge boost, but the boost for Hero and Goons is just incredibly sick.

Eh, I'm not seeing the issue here.  You usually don't get to play a Hero until your 4th shuffle.  By that point, you should easily be able to afford a Goons or a Grand Market even without the Hero.

Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 10, 2018, 01:14:55 pm »
That version of Villain was my favorite Renaissance card that didn't make it.  So much fun (for people outside of California).

Dominion General Discussion / Re: Interview with Donald X.
« on: October 08, 2018, 11:09:08 am »
For those unfamiliar with the reference:

Dominion General Discussion / Re: Interview with Donald X.
« on: October 08, 2018, 10:25:41 am »
What's your main misgiving about working with big data from the online implementation?
When did you stop beating your wife? I don't have misgivings about working with data from the online implementation.

You just don't seem to do it despite having plenty of good opportunities and reasons to do so.

Man, I really don't get why people continually antagonize Donald X.  It's almost like you all want him to stop answering questions on the forum again.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 05, 2018, 02:31:44 pm »
Vanishing City
Action - Reserve - $3

+2 Cards
Put this on your Tavern mat.
When you play a Vanishing City, you may call this, for +1 Action.

Variants and Fan Cards / Re: Printing Fan Made Expansions and Online Play
« on: October 02, 2018, 10:33:07 am »
You're likely to run into trouble with this.  Donald X. and Rio Grande Games typically don't mind if you make these sorts of things for your own entertainment, but if you were to try to monetize them, I'd imagine things would be quite different.  It's in Rio Grande's best interest to ensure that its customers can clearly tell the difference between its own thoroughly tested and quality-controlled products and completely unverified fan products.  You could ask about a licensing fee, but don't hold your breath.

Online Dominion implementations other than the official one have been shut down.  If you wanted to make your own online version, it would need to avoid any copyright infringement. This includes, art, card text, card names, etc.  So don't plan on having any official cards available on the platform.  And even Estate, Duchy, Silver, Gold, etc. would probably need to be called something different with different art.  The platform you're building now is not sounding very much like Dominion anymore (at least to me).

But if you wanted to do any of these for your own personal, non-commercial enjoyment, those projects have typically been allowed.

Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: September 29, 2018, 10:49:43 pm »
I gave my impressions of the preview cards in a video recording that I uploaded to my YouTube channel.

Watch here:

It took me an embarrassingly long time to figure out who Melisha was.

How many Experiments are there? We have 12 Ports, will we also have 12 Experiments?

At least on the digital client, it's only 10.  And based on the numbers Donald X. has provided, it will need to be 10 to make the math work out.

The split of Ports tends to be important.  12 splits evenly for 2, 3, and 4 players.  The split doesn't matter as much for Experiments, since they go back to the pile.

(BTW, copper doesn't come from PIE *kap-. Or rather, copper 'police officer' comes from *kap-, but the Copper in Dominion is the metal; that word comes from the placename Cyprus.)

My bad, misread the etymonline entry.

Oh hey, are "Ducat" and "Duchy" Dominion's first pair of 100% etymological doublets?

I'm not sure on what exactly qualifies, but according to etymonline, but here are a few other quick ones I found:

* Village/Villa and Villain both share Latin villa, meaning farm or country house, but villain originally meant a farmhand.
* Dominate and Dungeon both share PIE *dem-
* Prince and Copper both share PIE *kap-
* Platinum and Plaza share PIE *plat-

+1 Coffer doesn't actually convey the idea. It's like saying +1 Safe. When really you're adding money to your safe(s). So, +1 to your Safe. You're adding money to your coffers. +1 Coffers.
I keep seeing this explanation, but it still makes no sense to me. One might as well say "+1 Storage Solutions" to mean "gain a Dominion expansion".

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 21, 2018, 09:17:45 am »

Treasure - Reaction - $2

When you play this, it's worth $1 per Silver you have in play
When you play a Silver, you may reveal and discard this to gain a Silver to hand.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 18, 2018, 02:26:28 pm »
The card you create based on this does seem incredibly overpowered though, since you removed the bit about needing to show a hand with no action cards. Your version is a $4 super lab that is just silver if you can't play an action first.

Yeah, I could definitely see sense in having it cost $5.

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