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Messages - pacovf

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Variants and Fan Cards / Re: Grey makes a boring card now and then.
« on: July 17, 2018, 03:33:28 pm »
OK. Slight further tweak. How about:

Each other player discards a card and draws a card. If they did not discard an Action or Treasure, they gain a Copper.

That means you can always keep four of the cards in your hand by repeatedly cycling the fifth. Apart from the Copper gaining, that's more benign than discarding down to four.

I think what LFN doesn't like is that the other players will have to keep doing stuff (and making decisions) as you play them, slowing down the game. It's better when attacks either don't stack or don't require decisions.

General Discussion / Re: Random Stuff Part IV
« on: July 13, 2018, 09:30:52 pm »
I think you want some mechanic that gives long-term repercussions to tile placement, right now it sounds like where you place a tile is not important, as long as you actually placed it.

Can you place a tile partially covering other tiles? Itís not going to lat flat on the board if some of the spaces itís covering already have a tile on them, while others donít.

I am terrible at bidding games, so nothing to add there.

Blokus is an interesting tile placement game, if you havenít heard of it.

EDIT: if I was making the game, I would do away with the bidding, and do something like:

6x6 board
A common pool of grey tiles, each being 2- or 3-spaces large. Three are available at any time, they get replenished as they are used.
Each player has a private pool of 4-space large tiles in their colour (think Tetris)

Each turn, a player places a grey tile, then they may place one of their own coloured tiles. Tiles can only be placed if all the spaces they cover are the same ďheightĒ. Grey tiles can only cover other grey tiles, or tiles from the active player. Player tiles can cover any colour, but they may not perfectly overlap another playerís tile.

Game ends when a player cannot place a grey tile during their turn or grey tile pool is exhausted. Players get one point per space covered by a tile in their colour.

Was horatio83 not the same person?

Using a proxy isnít rocket science.

I think it had more to do with the patterns the previous accounts had, and that werenít exhibited by Horatio83. But meh.

Was horatio83 not the same person?

No. Awaclus kept pushing that, but I think theory disproved it with some IP technomagic.

at this point we really should just rename RSP to Religion Sex Politics and Grammar because Iím sure Iím not the only person off put by 20+ posts of descriptivism vs prescriptivism, and every one of these garbage tangents ends up there anyway

Didnít you know? RSP stands for Rhetoric, Semantics and Punctuation.

(Also, before this thread got to page 2, you should already have got an idea of whether reading this thread was going to produce happiness)

I am confused by what this thread is becoming.

Other Games / Re: Slay the Spire
« on: June 15, 2018, 06:14:56 pm »
I've played v0.7. It's definitely fun and worth a try. One thing it does nicely is to keep play moving along. It doesn't drag much.

The Yahtzee-style dice manipulation in particular is quite fun, but after I got used to that, I feel like the rest of the game isn't as interesting. In combat, it feels like you're usually trying to do the same thing every turn. Slay the Spire solves that with systems like showing enemy intents and combat with multiple enemies. I think that enemy intents might work even better in DD than they do in StS, because in DD you almost always have access to all your abilities every turn. (I haven't played much StS, though, mostly because of pacing.) Here's an article about the StS intents:


I've been playing some Slay the Spire. It's good, but does not necessarily scratch the rogue-like itch that much, kind of like FTL. Also kind of like FTL, a run takes one to two hours, so it's not nearly as much of a time commitment as, say, a DCSS run.

It does have fairly granular difficulty levels, which is good, because the basic difficulty is on the easier side. You might still die a bunch as you get used to the mechanics. There's currently three characters (with maybe more coming after launch as DLC?) which play very differently. I think some balance still has to be ironed out, but for an early access game it's already excellent.

I'm actually not enamored with the intent system. It's mostly there to make the existing defense system viable (pay energy for cards to block damage, with block expiring at the end of the turn), and I think StS would have been a better game with a different defense system altogether. Cards like Barricade, Blur, or heavy Ice sphere channeling somewhat break the game. But overall it gets the job done.

Something that I was a bit worried about at the beginning was the artstyle, but it's grown on me. The whole thing feels somewhat oniric and original. The newer assets look a lot better than the older ones, and the main characters have no animation (besides idling), but eh.

Other Games / Re: Dicey Dungeons
« on: June 15, 2018, 12:47:08 am »
Tried the warrior, was fun, has some good ideas.

...although now I have "Womanizer" stuck in my head.

Variants and Fan Cards / Re: Asper's Cards
« on: May 28, 2018, 06:15:07 pm »
Any way to get a hold of the rules? I donít have tabletop simulator. I probably wonít be able to playtest it, but can give some thoughts.

General Discussion / Re: Random Stuff Part IV
« on: May 24, 2018, 05:40:46 pm »
...principal component analysis?

General Discussion / Re: Random Stuff Part IV
« on: May 23, 2018, 01:39:42 am »
Itís funny when you are randomly browsing the internet and you recognize someone. Our favourite mod got comment of the week in a pretty well-known blog (donít want to give more details in case thatís doxxing).

General Discussion / Re: Random Stuff Part IV
« on: May 20, 2018, 09:39:37 pm »
As an instructor, I never heard the word tutor used for the speaker of record at an educational meeting. "Tutor" usually refers to somebody who works with a student one on one.

That said, if the question is "what should I call this person verbally to get their attention," then the answer is that if they do not have a PhD, you either say "professor" or "Mr./Mrs./MS. Name."

It depends where you are. Here in the UK, most people doing teaching are not correctly called professors, because "professor" is only the very top tier of the academic hierarchy, with readers, lecturers and research fellows below that (while still holding a PhD). If you address all of them "professor", you may just sound like you're trying to suck up, or are generally ignorant/unobservant. (

I'm assuming silver wanted to know for  fanfic-writing purposes, and I'm relatively sure that he leans towards US English for that, but on the off-chance his interest is academic, I figure it's worth covering all bases :-)

In my experience teaching undergrads and talking to people in confusing academic or administrative roles, whenever someone addresses us as ďprofessorĒ, we just assume they are confused (which, to be honest, even actual professors donít get it right). If they keep addressing us as ďprofessorĒ after youíve repeatedly signed your emails as, say, ďKevinĒ, THEN we assume they are sucking up.

We would only make fun of a student if they started an email as ďhey professor JimĒ or some such.

Game Reports / Re: the funniest game in the whole entire world
« on: May 12, 2018, 05:22:36 pm »
I am afraid this is unreadable. Could you describe what happened?

Dominion General Discussion / Re: Playing to lose?
« on: May 11, 2018, 01:52:26 pm »
You play board games to have fun. If the game rules or objectives lead to situations where trying to achieve those objectives isnít fun, then you need to either change the rules or the objective. In multiplayer games, a player will often find themselves in a situation where they canít get first place; in the absence of a secondary objective, they canít have fun, so clearly you need to add something there. I find going for second place (etc) is a good secondary objective that allows that player to still have fun without impacting (too much?) the fun the other players are having. Other games than Dominion will allow ďmaximizing your scoreĒ as a good secondary objective (eg Agricola). Some games, by their structure, donít allow for secondary objectives, and then I would expect players that canít win to try to end the game faster, which is usually not fun for anyone involved; but I would say thatís a problem of the game, not of the group.

Of course, this leaves some subjectivity in the hands of the player, since they have to decide when to stop trying to go for first place and focus on second place, etc, which is not present if the objective is ďfirst or bustĒ, but I think the pros outweigh the cons.

Variants and Fan Cards / Re: Asper's Cards
« on: May 10, 2018, 03:59:30 pm »
The problem is that you rarely want to pay 5$ for your villages. So the first two or so are really good buys, but afterwards you are paying a lot to enable your engine, assuming there are no other villages around.

That's a big assumption, though. If there are other villages around, Clifftop Village is a no-brainer, since it's a cantrip trasher that also functions as a village, and then remains a village afterward. Junk Dealer doesn't turn into a Peddler once you're done with it, and it's one of the strongest $5 cards in the game.

The difference is that the village part (of Cliffsde) is doing nothing at the beginning of the game, while the Peddler part (of Junk Dealer) is doing something. At the beginning of the game, Cliffside village is just a barely better 5$ ratcatcher.

Donít get me wrong, I am not arguing that Cliffside shouldnít cost 5$, I am arguing that I donít think it needs an extra cost/disadvantage on gain.

Variants and Fan Cards / Re: Asper's Cards
« on: May 10, 2018, 02:24:25 pm »
The problem is that you rarely want to pay 5$ for your villages. So the first two or so are really good buys, but afterwards you are paying a lot to enable your engine, assuming there are no other villages around.

Variants and Fan Cards / Re: Asper's Cards
« on: May 09, 2018, 04:41:09 pm »
I decided to add an interactive clause to Mountain (er, I mean Cliffside) Village to have it be better balanced. My considerations were giving the other players a coin token on gain (much too strong) or letting them trash a card on gain (already has been there). Also I thought about allowing them to gain a cheaper card (reverse Border Village) or allowing to discard cards to draw cards (either on gain or play, but on play seemed too slow, also it was there already). And then I thought about allowing them to gain a Copper in hand, which they'll probably just use to buy another copy, trashing the Copper later... Maybe allow them to discard two cards to put a Silver in hand on gain? That bonus combos much more poorly with other Mountain (Cliffside!) Villages, as you can sift junk away and Silver isn't the worst card ever to have in your deck. Only problem is it kind of was there already, but it has a nice theme.

Any ideas? Is there one you guys like?
Personally I like the Silver one and the gaining of cheaper cards most right now, although both have some special implications I'm not sure I like that much...

I think trashing a card is too good for others. Gaining a silver to hand, discarding two cards, is arguably better than Explorer early on, since you only end up with one less card in hand than with Explorer, but it doesnít cost an Action. I donít think the Copper one would ever be taken, aside from weird boards. A free 4$ of their choice also seems like too much, maybe if they had to discard two cards for it. Is Cliffside village really *that* strong at 5$?

Variants and Fan Cards / Re: Asper's Cards
« on: May 07, 2018, 01:52:39 pm »
Was going to comment, but canít seem to find Mountain village in the OP, what does it currently do?

General Discussion / Re: Movies: Any movie buffs?
« on: May 05, 2018, 06:55:55 pm »
I have seen Infinity War. Went in with low expectations, and was positively surprised. Although I donít think Marvel studios knows how to do heavy scenes. I thought the opening scene was awkward and forced, and Thanos/Gamorraís ďsacrificeĒ was unearned.

I felt Starlord was jarring. They tried to keep the same tone with him and his crew than in their movies, but it simply didnít work for me. Thor, on the other hand, managed to mostly keep the humour from Ragnarok without it feeling forced.

Any thoughts on Thanos motivation? In previous movies, it looked like they were actually going for the ďcourt DeathĒ plan, but finally heís just some dude who actually thinks that killing half the population of the Universe would actually be a good thing for everyone. Which is ok, I guess, that way the movie gets the occasional scene where they try to make him relatable. But I would have preferred the original motivation, if they had found a way to make it work (I assumed they didnít)

Dominion General Discussion / Re: Data Mining: Card Impact Factor
« on: April 29, 2018, 11:59:36 am »
Have you considered other normalizations for kingdom piles? How does this list change if you give them the same weight as for basic supply piles?

General Discussion / Re: Movies: Any movie buffs?
« on: April 29, 2018, 08:25:11 am »
Well, I guess this thread is back to ďdonít read till you watch XĒ status.

Even funnier, I think according to Council Room Curse/Curse was not the worst opening.

That literally does not make any sense. Maybe if I knew the kingdom it might make more sense.

Probably an artifact of low statistics.

Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 10:47:11 pm »
I am glad we could settle that.

Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 06:25:30 pm »
On the second term, there's the original -1, another -1 because of the cos, and another -1 because the derivative of phi^(-n) is -ln(phi) * phi^(-n). That's three minuses total. So you are right! I don't know how I miscounted.

Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 05:59:00 pm »
I get ln(phi)/sqrt(5)*(phi+1/phi) with the expression you gave. The expression I knew is not differentiable...

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