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Messages - popsofctown

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General Discussion / Re: roguelike games
« on: June 03, 2019, 12:49:41 am »
Someone help me stop playing Binding of Isaac

Hearthstone / Re: Rise of Shadows: The Great Dalaran Heist
« on: June 03, 2019, 12:48:32 am »

Yeah I might replace, we'll see.

Dying for playing well at mafia is a feature, not a bug.

You can just /in to another game once you're dead.  It's not like going to a party where there's only one video game for 1v1 fights and someone implemented the rule "loser stays to fight a new challenger".

You can just use a doctor in your setup if this is the effect you're looking for anyway.  There's no need to have such a massive swing. 

Best closed setup ever
Noah's Ark Mafia

1 Bullet Proof Lightning Rod Paranoid Gun Owner Serial Killer
3 Mafia Goons
1 Informed Townie (Information: this setup includes a Bulletproof Lightning Rod Paranoid Gun Owner Serial Killer)
1 Cop
1 Doctor
1 Tracker
1 Watcher
1 Bodyguard
1 Hider
1 Vigilante
1 Masonizer
1 Gunsmith
1 Rolecop

Mafia Game Threads / Re: M123: Doomsday Mafia (3 spots left!)
« on: May 31, 2019, 12:39:14 am »
I don't know if I like the setup :(

Mafia Game Threads / Re: M123: Doomsday Mafia (3 spots left!)
« on: May 30, 2019, 07:39:31 pm »
Should I play?

I'm disappointed the survey does not include vigilante.

Vigilante is one of the most well designed power roles in mafia.  It interacts with the dayplay without subverting dayplay.  The vigilante can punish scum that have exposed themselves during the day, but does not need to influence other players to agree with him unlike lynching, so it is not fully redundant.  (Treestump or double voter would be roles that are so similar to the dayplay itself that they don't really add something).

Tracker is a far better designed role than watcher.  Watcher is asymptotically close to being as bad as cop.  Mafia can get around a tracker by sending a teammate to perform the NK who is not very much under suspicion.  It's already the same motis operandi for dodging jailkeeps and such.  But a watcher punishes the mafia for having a predictable nightkill target, and when it's a closed setup where they haven't been warned there is a watcher, that is just punishing them for playing mountainous mafia correctly.  It's like a doctor (which also has its detractors, actually), but it's worse, you will actually wish you had no killed when the watcher claims and outs not just one of your mafia, but the mafia teammate you thought was performing best this game. Yeah actually it might be worse than cop.

The potential for accidentally killing a roleblocker who targetted the same guy who got nightkilled doesn't help enough.  It's still going to be correctly play to lynch the watcher's target.  The best roles put weight on what is correct dayplay without dictating the dayplay.

Confirmed innocent and delayed confirm innocent (includes masons) (if you don't crumb your mason partner as you die 100% of the time you're bad at mafia) do this and they are generally good roles.  They are harmful in the sense that the town do not get a chance to use their skill to discern the innocent players for themselves, but they create a novel circumstance where a player the mafia targetted in the dayplay can be revealed to be a mislynch target, and the mislynch target gets to participate in the assessment of whether that was malicious.  So at least you're getting something new. 

To some extent it's kind of like items in mario kart, where every single item corrupts the core technique of driving a time trial track very well.  But also like mario kart, some of them replace the original steering challenge with a different steering challenge, while some of them subvert the steering challenge altogether and just make the game not about steering anymore until they go away.  (blue shell, bullet bill in the newer game don't play the newer games that thing is cancer)

I'd argue you don't need equal winrates to have a fun time, but that closer to even winrates is better and erring on the side of frequent scum wins is better. .

Doc + Doc is actually similarly broken to Follow the Cop so Follow the Cop doesn't deserve a unique name.

It's important to consider how hypoclaiming and breadcrumbing impact a setup.  Hypoclaiming is a method of breaking open setups where every single player indicates what action he would take if he did have a power role, without claiming or disclaiming the power role.  I played a mafia setup full of hiders that was too broken due to this, but you could make a setup that's balanced and worth playing even with hypoclaiming happening.  The important thing is to at least consider it.

Cop is kind of a terrible role yet people stills seem to want to put cops into setups.  I don't know why.  People don't seem to suggest adding items to shooters that grant an aimbot effect for the rest of the game and they don't seem to suggest that the next mario game should have an item that causes all inputs to move him directly towards the nearest start yet people really want to play with a mafia role that plays mafia for you so you don't have to play mafia.

Play a six player game of Dominion at the pub, then Play a Festival, a Crossroads, then a Militia, having all other players discard down to 3.  Then player another Militia, this time they decide to reveal their 2 Horse Traders and 1 Beggar each and use their effects.  Then play a Masquerade, even though a Fool is the only card left in your deck.  Draw it, and pass it to the player to your left, and tell them to keep passing it along left, until it finds a player with cards in hand to join in the exchanging process.

General Discussion / Re: roguelike games
« on: May 28, 2019, 02:04:12 am »
What is the process for playing this on an actual NES?  I'm guessing I have to mail someone an envelope with cash in it?

Variants and Fan Cards / Re: 4 cards, pick your favorite
« on: April 19, 2019, 12:23:20 am »
Yeah, but do you buy it turn 1? Surely you don't.  Turn 3?  Maybe, maybe not?  Turn 5?  The point of it is that it is interesting when you should pull the trigger.  It's possibly not as interesting in the dimension of, "should I buy this card ever this game at all".  It is like Donate in this way.

Variants and Fan Cards / Re: 4 cards, pick your favorite
« on: April 14, 2019, 12:28:05 am »
I don't think you should design around platinum games.

Variants and Fan Cards / Re: 4 cards, pick your favorite
« on: April 12, 2019, 09:22:06 pm »
Does the lose track rule not take care of that?

Variants and Fan Cards / Re: 4 cards, pick your favorite
« on: April 12, 2019, 12:06:17 am »
So maybe Forgery Fencing doesn't need the on-trash penalty.

With publicist you should tactically occasionally choose not to discard to deny your opponent their extra turn of "while this is in play" benefit too.  But I'm not convinced there's a cost where publicist is balanced.

Jayemdae Tome I totally miss thought because at first it was a treasure.  I intended it to be nonterminal.  So it was supposed to have +1 Action, so that it's a lab variant.  Which might mean it is ok at 5.

Variants and Fan Cards / 4 cards, pick your favorite
« on: April 11, 2019, 02:26:48 am »
2$ Action
+2 Cards
+1 Action
Each opponent may gain a Treasure

Forgery Fencing
3$ Night - Duration
Gain a Forgery Fencing and set it aside.  If you do, at the start of your next turn, play it as though it were an Action card in the supply.  It is that card until it leaves play.

5$ Action - Attack - Duration
Each opponent discards down to two cards in hand then draws a card. At the start of your next turn, +1$.
While this is in play, when a player buys a card, he or she gains a card among the cheapest cards that costs more.

Jayemdae Tome
6$ Action - Night
Spend any number of coin tokens.  +1 card per token spent.
+1 Action
Take two coin tokens.

Dominion General Discussion / Re: Competitiveness
« on: April 09, 2019, 01:36:21 am »
Suppose you are agnostic.  Then, suppose further, past agnosticism to the validity of higher powers or not, you're agnostic towards all religions equally.

All creative configurations of a possible religion are then equally valid.  You give equal weight to each of them, you are so agnostic.  The ones that grant eternal life or eternal punishment are weighted infinitely, so when you take a weighted average, only those ones matter.

In at least some of those, a game of skill is used as a test to determine whether you get eternal reward or punishment.  The ones without such test do not matter, no edge to be gained.  So assume there is a game of skill.  There is no way to know how well it is necessary to perform in the game of skill, it might be a very easy game of monopoly against bots where even occasionally buying property is a winning strategy, or you might have to outswim Michael Phelps.  Any odds we assign to each possibility is arbitrary.  But then in some of them we play Dominion to avoid eternal punishment, at various difficulties of opponents.  Therefore it is infinitely important to get good at Dominion.

I can now rationalize even my most vicious disagreements about bad openings and whether you should buy a second Magpie on a certain board.

Variants and Fan Cards / Re: Indian Reservation
« on: April 04, 2019, 04:20:24 am »
It's pretty close to Scheme as written in the OP. But it has +1 action over Scheme, but is more restricted in its target.

Variants and Fan Cards / Re: Witch Hunter
« on: February 25, 2019, 08:33:24 pm »
Witch Hunter - Action-Attack - $5
+2 Cards
+1 Action
Each other player draws a card, may discard a card, then reveals their hand. If a player reveals a card with the word "Curse" in its text or types, he or she discards an action or treasure.  Then if no player discarded any cards, speak a sentence aloud and append it to the card "Province"'s flavor text.

Dominion Online at Shuffle iT / BoM + Mining Village bug? game #23794656
« on: February 21, 2019, 10:51:32 pm »
I played a Band of Misfits and was not prompted about whether I'd like to trash it.

I'm slightly tempted to put this in rulings forum because of BoM, but this doesn't seem ambiguous.

Dominion General Discussion / Re: Shitty Rules Questions
« on: February 06, 2019, 03:00:13 am »
There's one province, I do a megaturn and I buy Mandarin and now the top of my deck is Counterfeit-Copper-Copper-Copper-Silver, followed by a subsequent hand of Gold x4 and a Silver.  I dump acid on my face before ending my buy phase, then draw my next hand, using memory to know perfectly well which of my cards is which.  When my opponent plays Possession, he does not get to look at any of my cards, right, he has to guess which order to play them in.

Don't tell me it's "game information" or some such, next you'll tell me he can ask whether the top of the deck is 4 golds and a silver and you'll say I have to tell him that, that's also game information I might have, but not physically see!

Other Games / Re: Keyforge
« on: November 18, 2018, 02:11:40 pm »
I've bought a ton of decks and have been playing a lot.

The non-hassle about constructing decks is appealing.  I've been surprised that the nonhassle goes to the next level, you can use the app to look at what's in the deck instead of looking in the deck for real.  The decklist card in every box does that too, but on the app you can click a card if you don't know what it does.

I have no idea how the "meta" of random decks will work in terms of balance, but I think that playing out the games my decisions feel way harder than they usually are in magic or Hearthstone.  You don't just play a card because that's how much mana you have to spend this turn.

That seems like an ok Nerf.  But echoes is a really great mostly-well-designed expansion and it's age threw leaf blue card needs a Nerf even more.  I haven't played in so long.. can't remember the name

Variants and Fan Cards / Re: Heir new design help
« on: October 25, 2018, 03:34:46 am »
Here's my crack at rewording it.  It's something.

"+1 Card, +1 Action
If this is the first Duration card you played this turn, put a non-Duration card you have in play on top of your deck.  Otherwise, at the start of your next turn, each other player with fewer Duration cards in play than you has you take a Coffers."

You get a lot of smoothness if you're willing to make it count orange cards instead of just Heirs.  It removes the Procession tracking issue too.  On 90+% of boards you'll get the same game play you would have gotten before, there's not that many durations, and some of them are Merchant Ships.

Variants and Fan Cards / Re: Serfdom: Random card idea
« on: October 24, 2018, 07:27:39 pm »
Serfdom - Action-Victory - $4
+1 Action
You may have each opponent gain the victory card with the highest cost.
Worth 2 VP if the last gain this game was yours.
Otherwise, Worth 3 VP

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