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Messages - Accatitippi

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1
Dominion General Discussion / Re: Fix the worst cards
« on: March 11, 2018, 05:59:47 am »
Quote
I like it when Treasure-heavy strategies are occasionally competitive.
...
When people denounce Gold gainers on the grounds that Gold is a bad card to have in your deck, I find myself hoping they're wrong or, if they're right, that Donald does something to fix that. Money ought to stay relevant!

Of course Money is always relevant, particularly Gold: It's always in the kingdom!

Curses are also always in the Kingdom, but in most games they are totally irrelevant.

2
Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 06:09:34 pm »
A cool thing to do with Mine, which alone is probably not enough to make it good, but can make it shine occasionally (and be real fun), is to let it upgrade to up to more.

Transmute could gain a decent action instead of more Transmutes. Or it could cost 4, or both.

Fool could have + or even + instead of the three boons thing. Lost in the Woods is the cool thing about Fool, right?

Merchant Ship is another card that would really benefit from a Buy transplantation. The donor being Wharf, of course.

I've tried Harvest with the topdeck thing and it's still pretty weak, but at least that way it has a role beyond being an emergency have-no-other-choice coin source.

Since "every opponent with at least X cards in hand does this and that" has become common and acceptable, Bureaucrat could get a nonstackable attack with a more exciting benefit. Or a choice. The attack as printed could at least be content with gaining the Silver to hand.

Masterpiece for 2$ would scale better at the low costs, and be just as crazy on the high areas.

Philosopher's stone could be priced at , but I'm not sure it would change much its appeal. At least it's less of a crapshot to get. is definitely my least favourite price point in all of Dominion.

I think Navigator, Harem, Fortune teller, Mandarin, and a few others are ready for retirement. Their fixes already exist.

3
Alas, fooled again!

4
Dominion General Discussion / Re: very short strategy article
« on: March 03, 2018, 09:38:29 am »
I think Donald is coming from a different perspective to this discussion than everybody else. He doesn't want to design strictly better cards, and can change the cost of cards to be tested. So of course he cares about costs.

Pretty much everybody else here spends much more time playing Dominion than designing Dominion (but maybe not as much as the time they spend discussing Dominion). For us, coins are commodity, but we don't set prices. So, I have 5 coins, is there any reason I should consider a Village over the Bazaar? We're not here wondering if the price is right, we just wonder what to buy.

Example: I want to buy a TV. There's one for 100€ and one for 120€.
I might ask the seller: so what are the differences? "TV B is better for this and this reason."
Ok, is there a reason to prefer TV A? "No, not really, TV B is better in every regard".

Also, prices in Dominion work real weird, since you cannot usually save money and often cannot make multiple purchases. It's like buying a TV while knowing that when you get home your partner is going to take all your money from you and spend it all on booze. Might as well get a nice TV then.

The TV maker, at the same time, knows that selling TV A and TV B at the same price would be a disaster, but that's not something the buyer ever thinks about.

5
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 23, 2018, 10:26:08 am »
Quote
Philosophers stone: your decks get pretty big, so this is a really good card.

Actually it's maybe the single worst card in Dominion, besides maybe Transmute.

Harvest begs to differ.

1. Cornucopia : My love for cornucopia is a bit irrationnal. But this little set is very solid. With the exception of tournament, I like every single card in it.

Even Harvest?

Harvest!

No, Harvest is marginally better than Transmute and Phil Stone. Sometimes you just want terminal money, like in a Tac deck for example.

Harvest is the worst man for that job, though. It's expensive, unreliable because of the random draw, and clunky because it needs cards in your deck.

Familiar also makes transmute better, so maybe let's call it a draw?

6
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 12:51:43 pm »
The Hexes are more hurtful than the Boons are beneficial, though. Or at least it seems that way to me.
Yes, but the Hex-dealers suck (apart from Vampire), and the Boon-givers are all kinda good.

Skulk seems good enough.

Strictly better than the #1 Ruin, guys.

I can actually imagine a situation where I'd rather buy Ruined Market than Skulk.

Fair enough.

Once it's in your deck, it's strictly better than the #1 Ruin, guys*.

*except in some last-hex cases, in which your War might actually help your opponents trash their only which happens to be Cursed Gold, and Greed gives them their 10th copper for Fountain, and Poverty triggers their Tunnels, Diplomats, and Horse Traders (is that even possible), and Plague gives them their 15th unique card, and Bad Omens discard a deck full of Green, and I think you've made your point.

7
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 22, 2018, 12:49:13 pm »
Quote
Philosophers stone: your decks get pretty big, so this is a really good card.

Actually it's maybe the single worst card in Dominion, besides maybe Transmute.

Harvest begs to differ.

1. Cornucopia : My love for cornucopia is a bit irrationnal. But this little set is very solid. With the exception of tournament, I like every single card in it.

Even Harvest?

Harvest!

8
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 12:38:08 pm »
The Hexes are more hurtful than the Boons are beneficial, though. Or at least it seems that way to me.
Yes, but the Hex-dealers suck (apart from Vampire), and the Boon-givers are all kinda good.

Skulk seems good enough.

Strictly better than the #1 Ruin, guys.

9
Dominion Articles / Re: Shepherd
« on: February 22, 2018, 12:36:15 pm »
Shepherd is a good Victory sifter that can level up to become nonterminal draw.

I think an article should consider the three different cases:
- Shepherd used as a glorified Cellar
- Shepherd used as support draw
- Shepherd used as your only draw

And of course Shepherd poses two questions:
When is Shepherd good?
When are Estates good?

The article seems to only consider the third case, and doesn't mention how it compares with other sources of draw, which is another interesting question.

10
Dominion Online at Shuffle iT / Re: Idea: Add a card to a rated game
« on: February 12, 2018, 04:44:43 am »
Asking for automatch to work with created tables would be a lot more feasible. I would totally agree with that.
What does automatch with created tables mean? If there are two players at separate tables that want to play their next game with Black Market that they should get matched automatically? In practice, you would wait forever.

I suppose it means that if I create a table with Black Market, I can have people can be assigned to it through automatch.

11
Other Games / Re: Dominion clones
« on: February 09, 2018, 05:38:29 am »
Sirlin is a terrible person.  And sure, judge the person not his works, but his games are non grata because the reason he is a terrible person is because of his terrible actions involving his games.  If Hannibal Lecter's board game existed solely because of his cannibalism, I wouldn't play it even if it was the most finely-designed deckbuilder of all time, because I would be encouraging and subsidizing terrible behavior.

But they also happen to be terrible games, though, which makes it all much easier.  They fall into that particularly pernicious modern cluster of games designed by people who are excellent at marketing but not excellent at design.  See, e.g., Secret Hitler.

I read the rules to Secret Hitler and they seemed an overly complex version of the Resistance, but I've never played it. What's up with that game?

I feel like your description fits perfectly the "Tiny Epic" series, though. I've only played Kingdoms, but it was a sad underdeveloped clunky thing.

12
Other Games / Re: Dominion clones
« on: February 08, 2018, 03:54:53 am »
I wouldn't consider Concordia a deckbuilder. You are technically building a deck, but the fact that you draw it all at once and you can trigger your "reshuffles" with an action makes it work completely differently than pretty much any other game mentioned here.

13
Other Games / Re: Dominion clones
« on: February 07, 2018, 06:21:05 pm »
A thread like this must definitely mention Japanese French maids.

I have played a number of deckbuilders, but the only ones I'd consider Dominion clones are ascension and star realms (I've never played tanto cuore).

It felt like both missed the point by a mile, but at least star realms was playable.

14
Other Games / Re: Luciferous' Temporum Client
« on: February 02, 2018, 05:08:09 pm »
I have pubblicized your implementation on bgg here:
https://boardgamegeek.com/geeklist/140673/item/5937280#item5937280

I assume that's fine for you? :)

15
Dominion Articles / Re: Archive: Learning to Work with What You’ve Got
« on: February 01, 2018, 07:29:38 am »
Archive is not a whole lot better than Pearl Diver with Plan on it

this disease won't stop until the entirety of F.DS is consumed, will it?

It's exactly like gaining a Rats and then using Balls to gain Secret Passages and Heralds, but the Secret Passages can only target Rats and put them in the second position, and for some reason you have to play all your Heralds, and your opponent is sending you Ghosts and Golems with Masquerade, and you are using 1st edition Throne Room, and your name is Lord Rattington, if you see what I mean.

16
I meant on-play, yeah. I should really start proofreading my posts before I hit the send button...

17
Cursed Village / Torturer

Cursed Village / Torturer engines really don't do that much because CV is a superlative counter to discard attacks (probably the best).

Counter: This isn't really an antisynergy because any draw-to-X counters any discard attack - we knew this already.

Counter to the counter: This is a special case because CV is something you could use to build a torturer engine. Library might be a good defence against torturer chains but it won't let you play any yourself. Nobody builds a library / torturer deck. But because CV is a ruddy good village, it's a good candidate for building a torturer chain, and also a superb way to defend against one. For me, this counts as an AaPHCA-S.

Also I hexed myself war which trashed one of the two torturers I had and that's not an AaPHCA-S, just a risk of using CV, but it did anger me somewhat.

Cursed Village does not really play optimally with Torturer as in most cases all CV after the first might as well have been Necropoles. Also, both cards are competing for the $5 purchase slot. Of course theres a better chance to start the Torturer chain after the first CV play, but all in all I'd rather have good old Fishing Village to complement my Torturers.

Nice complements to CV are cards that supply what CV does not: Vaults, Storerooms or Horse Traders. They enable your hand to breathe in and out and generate $$$ in the process.
Well there also Secret Chamber!

Notice that vault's on-gain is actually super useful for your opponent in cursed village games. That could annoy you, and even harm you.

18
Dominion General Discussion / Re: The Dominion Cards 2017 Edition: Hexes
« on: January 28, 2018, 05:34:45 pm »
You can buy a Ruins, you can't buy a Hex.  I guess.

There are things that are not in the Supply.
For everything else, there's Mastercard.

Now with PotionMaster™, the safest way to make your Alchemical shopping online.

19
Variants and Fan Cards / Re: Holunder's cards
« on: January 28, 2018, 05:11:16 pm »
Luck, Event, 4$
Once per game: Take Lucky, but not from another player.

This makes me think, can I take Miserable from another player?
I think I can.

20
Variants and Fan Cards / Re: Meld
« on: January 28, 2018, 01:46:39 pm »
Incubator looks very cool but the combination of random targeting and "+2" remodeling might make it very swingy - both at the beginning (Estate vs Copper) and at the end (random Province gains).
What if it revealed 3, put two into hand, and remodeled the third (gaining to hand)? It's much more powerful, but 3p is pretty expensive. You could always make it a "up to +1 coin" remodel. The Transmogrify-like flexibility would more than make up for the more limited gaining.

I've thought about this some more, and even with the Potion cost, this might be very strong in a Big Money setting. Estates to silvers and Potion to something nonterminal is pretty impressive, and occasionally milling Provinces even more so. It also tolerates very well nonterminal additions to the deck, because if you'd draw them dead you can just incubate them into some treasure, or a Duchy. Beware.
(Otoh, it's also a decent Engine component, for flexibility and stuff).

21
Variants and Fan Cards / Re: Possession alternative?
« on: January 28, 2018, 01:39:00 pm »
I think I disagree with the assessment of Possession's problems. Possession is a rule nightmare, but its main problem is that it stacks. The "watch people use your deck" part is great fun.

Your Possession scales really powerfully (what other card is twice as good with three players, thrice as good with four?), and the "antistack" clause doesn't actually work, because the below-the-line effects stack (compare with Highway). You could say "while you have exactly one...."

In addition, you need to specify "when another player gains a nonvictory card during their turn, blah blah". Otherwise two players having Possession Alternative in play will drain any pile.

Also notice that you can still easily circumvent the antideadlock clause by trashing or discarding your treasures. Such an easily circumventable barrier might not be worth the extra complexity.

For me personally, Possession's attractiveness comes from the fun of Possessing people. A number of Smuggler variants can simulate that, and some very interesting ones have been proposed on these boards, but I want to Possess people, so they won't ever do it for me.

My favourite Possession fix is LastFootnote's no-nonsense "once-per-turn, may-not-trash" version:
http://forum.dominionstrategy.com/index.php?topic=9978.msg703107#msg703107

22
Dominion General Discussion / Re: The Dominion Cards 2017 Edition: Boons
« on: January 23, 2018, 08:34:32 am »
I agree, but druid is an exception, because it's both predictable and it lets you choose boon. In all other cases the boons are random, and often come up at awkward times. In that setting River is more often better, I think.

23
Dominion General Discussion / Re: The Dominion Cards 2017 Edition: Boons
« on: January 23, 2018, 05:34:26 am »
I don't get why River's Gift is above Sun's Gift here. Sun's Gift at the end of the turn is basically duration draw when it discards green cards, and it can discard Coppers too. Sun's Gift does a much better job at preventing dud turns than River's Gift. River's gift is only going to be better when your next hand was already pretty perfect or if you got it at the start of your turn when your top of deck had no junk. That or you spam River's Gift with King's Court on Druid. You're more likely to lose a game due to a dud turn than not having your perfect hand be more perfect.

Edit: Well, River's Gift also has the edge when your next hand is all cantrips or something, to be fair.

River Gift is much much better when you are drawing your deck, which is big.

This is true, but Sun's Gift is a lot more relevant when you get it before you actually get to the point where you're drawing your deck, possibly speeding you up by a turn with its combined cycling and ability to help reach higher price points more easily. Bard, Tracker, Blessed Village, and Idol are all often seen in the early game where you still have a sizeable deck. Maybe Pixie is an exception where you don't want to trash it for Sun's Gift. Sun's Gift can also make up for the lack of draw compared to River's Gift later in the turn if received when you're trying to kick off, say after playing a Village.

Weighing the Boons solely in the context of massive engines seems like it doesn't give a complete picture of what these Boons are truly capable of.

See it this way: the ceiling for Sun is higher (discarding 4 bad cards, or doing some turn-saving reordering), but it's much less reliable. River helps you every single time, no matter what deck you're building (edge cases: very small deck, minion).
Most Boons are situational, but River is a sure thing.

24
10) =0 Summon (Promo)
9) ▼3 Dominate (Empires)
8) ▼1 Save (Adventures)
7) ▼2 Alms (Adventures)
6) ▼2 Inheritance (Adventures)
5) ▲3 Bonfire (Adventures)
4) ▲1 Lost Arts (Adventures)
3) ▼1 Ferry (Adventures)
2) ▲1 Pathfinding (Adventures)
1) =0 Donate (Empires)

Does the dissonance between the direction of the arrows and the ordering of the list bother anyone else?

Think of it this way: the arrow points at the spot where the card used to be.

25
Variants and Fan Cards / Re: Meld
« on: January 22, 2018, 12:09:54 pm »
Incubator looks very cool but the combination of random targeting and "+2" remodeling might make it very swingy - both at the beginning (Estate vs Copper) and at the end (random Province gains).
What if it revealed 3, put two into hand, and remodeled the third (gaining to hand)? It's much more powerful, but 3p is pretty expensive. You could always make it a "up to +1 coin" remodel. The Transmogrify-like flexibility would more than make up for the more limited gaining.

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