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Messages - GendoIkari

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1
Would making Acculturation's top abilities non-optional work to weaken the card reasonably?

Quote
Acculturation
The player to your right reveals their hand. Gain a card costing up to $4, putting it into your hand. Reveal your own hand and trash a card that the player to your right didn't reveal.
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When another player plays four Actions in a single turn, you may discard this card, for +3 cards.

Of course this just makes the card more swingy. That said, I get a bit of pleasure that you reveal your hand after the player to your right has revealed their own, since Acculturation is all about mimicking them.


The mandatory trashing is too mean; it would be a pretty big risk to ever play it. The mandatory gaining sounds good.

2
Rules Questions / Re: Knight + 2 Royal Carriages
« on: Today at 10:41:58 am »
Who says we are not in the "An action was resolved that is still in play" timing bubble that was created when the Knight resolved? Then we do all the things that apply to that bubble, like calling Royal Carriages.

I'm not saying that this is a good or even obvious interpretation of the card. But to me it seems a *possible* one.

The notion that "a trigger no longer applies" makes no sense to me. Some effect happened and a card triggered or it did not trigger. If it did not trigger, good. If it did trigger, then the effect definitely happens, sometime (maybe after a long time if other things also triggered).

So again my question is: Why is everybody treating "if it's still in play" as part of the triggered effect and not part of the trigger condition? It is positioned right in the middle between the clauses that are obviously part of the condition ("Directly after you finish playing an Action card") and the effect ("you may call this to replay that Action"). I see no preference either way from the formulation of the card, so both are (to me) possible interpretations of the text.

This feels like it makes sense to me based on the way reactions work. When an opponent plays an attack card, you can do all sorts of things, one after another, all because the trigger of "an opponent plays an attack" has happened. It doesn't matter that after you used your first reaction, it's no longer immediately after an attack card was played.

But I'm not disagreeing with the rule given by others. I think the logical interpretation must be that "if it is still in play"  adds a restriction that goes beyond the way reactions work. Maybe because it has an "if" clause. If it were just a restriction on the effect, and not a restriction on the trigger, then you would be allowed to call the second Royal Carriage which would then fail to do anything. I assume you are not allowed to call it in that case. Meaning there's an (unwritten?) rule in play that makes the "if" be checked every time you want to react.

I would think of it kind of like MTG's "intervening if" clauses. MTG has a weird thing where a triggered ability like "at the beginning of your upkeep, if you have 40 or more life, you win the game" doesn't even trigger if you don't have 40 or more life. Based only on the card wording, you would think that it would trigger at the beginning of your upkeep, and then do nothing when it resolves. But instead, it never even triggers. Because there's an "if" in the place that it is. If the card instead said "at the beginning of your upkeep, you win the game, unless you have less than 40 life", then the trigger would still trigger, and just do nothing when it resolves.

3
Rules Questions / Re: Knight + 2 Royal Carriages
« on: Today at 09:16:05 am »
Is there a rule that explains why you can't call 2 Royal Carriages both immediately after resolving an action (before playing it a second time)? I assume you can't, but I'm not sure why....

4
I don't understand Revolutionary... missing multiple turns already is a huge disadvantage that you probably can't overcome. This card punishes you with more junk on top of that. Even if you changed it around to give you Golds or something, it would be completely impossible to ever balance... there's a huge difference between joining a game after 2 turns, and joining a game after 8 turns. Anything balanced for one scenario would be too good or absolutely terrible for the other scenario.

All that aside, I'm not sure when such a card would really get used... does it happen a lot in your playgroup that 2 or 3 people are playing Dominion, and in the middle of a game, another person comes over and wishes he could just jump in? It's a pretty short game; he can just join the next game.

*Edit* Just saw trivialknot's post and also just read your own explanation... so yeah, my criticism was probably not needed. Also, I was thinking that you'd add those cards to a regular starting deck, as opposed to starting with just Revolutionary.
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Vultures needs something to limit it. As it is, if you play 5 in a row, your opponent has no hand and you can lock him out of the game forever by doing that every turn. There's good reason that Militia says "discards down to 3" instead of "discards 2".
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Trade Mission actually seems pretty interesting. Keep in mind that giving your victory cards +1 card +1 action is very similar to Cellar, which lets you discard X cards to draw X cards. But each version has some advantages over the other.

I'd be worried that the interesting decision you mention (which is indeed interesting) might lead to too much analysis paralysis on your opponent's turn. Also, it can be hard to track how many VP cards were played; you just have to remember, which could be a lot to remember.
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Reinforcement's ability ends up being a lot like Market Square. At least, +1 card, +1 action, +1 buy is the net effect you end up with. But the ability to dig for an action means that it's much better so long as it discards any junk along the way. As a whole, I like it. I think it probably should cost though. Due to the double-gaining, you could drain the pile really quickly.

Also, it needs a "discard the rest" instruction for revealed cards. And, there's no way to actually track if another player has bought a Province yet. I'd just change it to "unless a Province has been gained"; which is trackable. Though you lose some player interaction there. But it's not like anyone is going to turn down a Province just to stop you from getting these.
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Pilgrims - The effect is super-strong as an opener; but hard to say how it compares to Chapel. I know other people have tried fan cards with a "the player to your left gains this" clause.
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Locusts seems maybe too swingy. When it works, it's just a very cheap Familiar. Maybe it's not worse that Swindler though. You'll want to say "reveals and discards", because they technically wouldn't have to show the other discarded cards otherwise.
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Acculturation has an interesting problem. Both the reaction effect and the on-play effect are pretty good; and because you can't do both, you have to choose. Now, normally that might be an interesting choice to have to make, but the time that you have to make it is awkward; as soon as your opponent plays his 4th action. So you have to stop his turn to decide if you want to discard it or not.

The on-play effect is probably too strong. It's better than Workshop in multiple ways (puts the gained card in your hand, and lets you trash a card), for the same cost. Of course the downside is that what you gain is dependent upon your opponent's hand. Kind of like Smuggler. But once you're past the beginning of the game, I think it's pretty likely that you'll find a card you want. But be careful with gaining cards directly to hand; it can get crazy pretty quickly. You could instantly drain the Acculturation pile if you had a +1 action token on them, or Champion in play.
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I think the problem with Commerce is that it's only good if your opponents also have them... so nobody will want to buy them. More often than not, it's just a Copper.
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Commons is very weak. In a 2 player game, if you buy just 1 or 2 of them, it's 4; same as a Distant Lands. But as soon as a third is bought, they are now just Duchies with the potential to get worse. It scales differently for 3-4 player games of course. I think the idea is good; it just needs the potential to net more VP. But I don't know how to scale it so that it's not overpowered.
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Emissary has a tracking problem too; it's up to all players to remember who bought one or not. You could introduce Emissary tokens to track that if you want. But that aside, I think it's pretty interesting. I'd remove the parentheses around the "otherwise", it's a regular card instruction, not a reminder or an aside.
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Expatriate - I don't know when I'd buy this, unless I just had and there were no other s on the board. On average, it is just really good for everyone; not especially good for one player over another; meaning there's no way to base a strategy on it. That is to say, the on-play effect and the special gaining effect will just accelerate games as a whole, without really giving an advantage to a player who made good decisions about when to buy or play it.
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Guerrilla has accountability issues... this specific idea is talked about in rinkworks' guide. I don't have to show you my hand when I start my turn or anything. Aside from that, it has a similar problem to Expatriate... both players will end up using each copy about the same number of times, except for bad luck of one player getting Cutpursed every shuffle while the other draws it with a Silver and is done with it. So I'd have almost no reason to spend coin and a buy getting one of these, as in the end, it has an equal chance of hurting me or my opponent more. Ok, not completely equal as it will hurt him an extra .5 times on average (if the game ends while it's in his possession). But still.
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Monopoly can lock players out of the game if you get it early enough. Just make them discard all their Copper every turn. Compare it to Taxman... although Monopoly costs instead of , it still has multiple advantages over Taxman for a similar effect.

5
Rules Questions / Re: At start of turn' rules clarification
« on: June 26, 2017, 08:23:55 pm »
A player's turn starts whenever the previous player's turn ends (assuming the game hasn't ended at that point).

I don't think that's a good definition. Some things happen after the previous player's turn has ended but before the start of the next player's turn. Donate is the best example. Also, last I heard, the ruling was that decisions about which kind of extra turn to take are made between turns (so they escape the influence of Possession). So there's some kind of "in between turns" time.

You're right. What I said works in the context of the OP's question; that the player's turn has already begun at that point. But yes; there is also time between turns.

6
Other Games / Re: Breath of the Wild
« on: June 25, 2017, 09:28:21 pm »
I'm pretty sure there's also a cabin somewhere, where you can take pictures of a bunch of shields, including the Kite shield.  I don't think you can take the Kite shield though.

Yeah, Selmie's place.  The page I found about the forest stuff said the same about the kite. So there's "missable" as in stuff you can only get a limited number of, and then there's missables in terms of stuff you can't get pictures if you miss all chances.

7
Other Games / Re: Breath of the Wild
« on: June 25, 2017, 04:37:51 pm »
The Forest Dweller's Sword? Isn't there a minigame which gives you an unlimited supply of them? The one which leads to one of the Lost Woods Shrines, specifically.

From what I read; alhough you can replay the mini game multiple times, you only get to keep the gear when doing it the first time. Although now I'm questioning what's stopping you from taking a picture of the gear while doing the challenge (with the selfie feature).

Or maybe what I was reading is just that the sword is missable in that you can't get anymore;  not necessarily missable for getting the picture.

*edit* yeah, it's that. In fact you can take pictures of the forest gear sitting next to the trial; you just can't get it.

8
AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.

If you aren't seeing Inheritance on the online client, check your familiar cards settings. It was marked unfamiliar for everyone before it was implemented, and when it was implemented that setting was not changed (at least for me), so bot/unrated games won't have Inheritance unless you changed the setting.

Thanks, but I don't play online these days.

9
Rules Questions / Re: Fortune + Potion
« on: June 23, 2017, 06:53:14 pm »
It does literally what it says, which is to double your . It has no impact on , , or .

10
Other Games / Re: Breath of the Wild
« on: June 23, 2017, 06:12:36 pm »

We eventually looked up the Kakariko shrine as well. The thing is, we thought Impa would give us the ball as a reward for getting all memories. But she didn't. Then we thought she'd give us the ball as a reward for getting the 4 divine beasts.. and she didn't. We couldn't think of anything else to try at that point, so we looked it up. We'd missed just 1 side quest to kick it off.

The only other missable pics from what I know are the Kite shield and Forrest Dweller's sword, which only have a few different chests that you can get them from; and they won't respawn once taken.

11
General Discussion / Re: Random Stuff Part III
« on: June 22, 2017, 04:09:10 pm »
Any other former cub/boy scouts here who remember Tom Swifty quotes from Boys Life magazine?

12
Other Games / Re: Breath of the Wild
« on: June 21, 2017, 07:14:24 pm »
* There's 1 photo you automatically "buy"; when Symin gives you a free sample of a purchased photo. And then there's a few missable ones that I'm pretty sure we didn't get; the earlier versions of lynel gear. Now all lynels are harder versions with harder gear; it's no longer possible to get a regular or mighty lynel sword/spear/crusher/shield/bow.

Isn't the one at the top of that Zora mountain always a normal one?


Hmm, maybe it is. I'll definitely have to check. It might make sense as there's a sidequest where they want to see a picture of that specific type of lynel. Although this likely would only give me either the regular or the mighty set, and probably only one of the 3 types of weapons. Still though, I'll check!

I also think there might be others that need to be other colors.  I've seen blue lynels after seeing white ones, I just don't remember where.

Yeah a bit more Googling seems to say you're right. Apparently there's a blue lynel in the first gatehouse of Hyrule castle, but for whatever reason he doesn't drop his weapons when you defeat him normally. You have to save and reload after spawning him to get him to drop weapons). Unfortunately those seem to only get you the sword and bow and shield, so the 2 crushers and 2 spears do appear to be actually missable.

13
Other Games / Re: Breath of the Wild
« on: June 21, 2017, 05:15:52 pm »
* There's 1 photo you automatically "buy"; when Symin gives you a free sample of a purchased photo. And then there's a few missable ones that I'm pretty sure we didn't get; the earlier versions of lynel gear. Now all lynels are harder versions with harder gear; it's no longer possible to get a regular or mighty lynel sword/spear/crusher/shield/bow.

Isn't the one at the top of that Zora mountain always a normal one?


Hmm, maybe it is. I'll definitely have to check. It might make sense as there's a sidequest where they want to see a picture of that specific type of lynel. Although this likely would only give me either the regular or the mighty set, and probably only one of the 3 types of weapons. Still though, I'll check!

14
Other Games / Re: Breath of the Wild
« on: June 21, 2017, 04:19:35 pm »
I've beaten all the shrines but have one shrine quest left, because it has not felt worth it to talk to everyone again just to get that number to change.

I've considered that some of my missing quests might be like that; I've had it happen a couple times already. I couldn't handle leaving it like that, though, I'm a completionist. If I'm in that situation and have trouble finding the right person to talk to; I'd just use a guide that lists all the shrine quests and see which one is missing and who has it.

We're doing 100% to the fullest definition reasonably possible... meaning that in addition to the completion percentage shown:

- Getting all chests from all shrines
- Getting and fully upgrading all possible armor (except amiibo-only armor) (very close to done already)
- Completing the compendium; without buying any photos*
- Completing all side + shrine quests
- Completing the Kilton stuff for miniboss fights

* There's 1 photo you automatically "buy"; when Symin gives you a free sample of a purchased photo. And then there's a few missable ones that I'm pretty sure we didn't get; the earlier versions of lynel gear. Now all lynels are harder versions with harder gear; it's no longer possible to get a regular or mighty lynel sword/spear/crusher/shield/bow.

15
General Discussion / Re: Brag Board
« on: June 21, 2017, 02:04:59 pm »
I have a 4.0 after my first year of college!



Had to be done.

16
Other Games / Re: Breath of the Wild
« on: June 21, 2017, 02:03:51 pm »
So yeah, all divine beasts done, and 114 shrines found/done. We'll explore a bit more to see if we can find the last few, but I'm pretty sure we'll end up needing to turn to a guide. Also tempted to just go and kill Ganon, so that we can have access to the after-game stuff while looking for the last few shrines.
I think I personally would want to know:
- One of the shrines is in the castle, and odds are you will finish the castle and fight Ganon when you go there, because you will want to explore the castle and then won't want to redo stuff later; so, either you save that one for last or fight Ganon before you have all the shrines.
- I don't know what you mean by "after-game stuff" (there's a % complete score but it's dominated by koroks so whatever), but the only extra quest is killing all the hinoxes, taluses, and moldugas. This means that you will for sure save time if you start marking killed ones on your map right now.
- If you are working on the compendium, you can take a picture of Ganon and it keeps it when you reload your game with Ganon unkilled.

Thanks, I'm surprised by that first spoiler, and ok with it being spoiled, as we never would have found it without eventually looking it up.

The post-game stuff I meant are the couple things you mentioned. Having a % complete will help with knowing how many, if any, locations I still haven't been to; and having Kilton's thing will let me know if it's worth spending time fighting a miniboss I come across. I just figure having that info available while shrine-hunting will save time in the long run.

Also, I may have misread something previously because I can't find info on this again, but I thought that after beating the game, the quest list will show the total number of shrine and side quests complete out of the number available, which would tell me how many of the missing shrines are shrine quests. But maybe that's not actually correct...

17
Other Games / Re: Breath of the Wild
« on: June 21, 2017, 11:09:34 am »
Similarly, the hero powers. It would be nice if these fully replenished themselves if not used for their normal recharge duration.

My guess is that it would be too powerful then; but yeah, it's annoying to have to decide if you want to just waste your last one so you can begin the recharge.

I take it that the last beast you haven't done yet is Vah Rudania?  That's the one that I'm always using when I don't want to.

Finished all 4 now. In general, I don't mind Daruk getting used by "accident", because most of the time it doesn't matter whether it's used now or the next time I'm hit. However, I am annoyed by how it interacts with octoroks... if you hold your shield to bounce their shots back at them, it still uses Daruk! That doesn't make sense to me; Daruk should only happen in situations where you would have taken damage otherwise.

So yeah, all divine beasts done, and 114 shrines found/done. We'll explore a bit more to see if we can find the last few, but I'm pretty sure we'll end up needing to turn to a guide. Also tempted to just go and kill Ganon, so that we can have access to the after-game stuff while looking for the last few shrines.

18
General Discussion / Re: Brag Board
« on: June 19, 2017, 01:32:42 pm »
You can all now refer to me as Professor jonts.

That sounds awful, you should definitely turn down that new job opportunity.


Er, I mean, congrats!

19
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

You can't Inherit the Grand Markets at all without some sort of cost reduction (Inheritance is restricted to cards costing up to $4).

AH!! Ok, of course. I don't think I've actually had an Inheritance game since before Adventures was released, so I didn't remember that part of the card.

20
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

Actually, Quarry is helping you a lot there because Grand Markets cost more than

Totally confused... if you have an Inheritance Token on Grand Market, then pseudo Grand Markets costs you $2, and Quarry doesn't reduce their cost.

21
Inheritance, Quarry, Grandmarket

2 cost GMs starting on turn 8.

The Quarry + Inheritance sounds like anti-synergy to me. If you are going to be getting your Grand Markets by buying Estates, then Quarry isn't helping you there; it's just a Copper. If you are able to buy lots of real Grand Markets because you have Quarry in your deck, then Inheritance isn't making Grand Market that much easier to get. Though it does increase the supply of available Grand Markets by a lot.

22
Other Games / Re: Play Temporum online, single-player against AI!
« on: June 16, 2017, 10:15:33 am »
Looking for opinions... is there a market for this site? With Luciferous' client offering network play against other people, as well as a much more polished interface, I'm wondering if it's worth any effort to update mine, such as adding in the expansion. There's about 40 people playing it every month; enough that I'm certainly leaving it up. But not sure if I want to take the time to make updates.

Some people might prefer my slimmed-down look; kind of like how some people prefer the look of Isotropic. But playing against other users is pretty important. I don't know how Luciferous' AI compares to mine... mine is terrible, I know that. But it still works as sandbox against which to try to various strategies.

I was actually contacted by someone on BGG who has a couple small feature requests. I pointed him to Luciferous', and he said he actually prefers mine. But anyway.... for those who have played on Luciferous' client, do you think mine fulfills a different enough role that it makes sense to try to keep it updated? Or should I just leave it as is, and if I really feel like doing programming outside of work, I can contribute to Luciferous' on his repo?

23
Other Games / Re: Fabled Fruit
« on: June 16, 2017, 10:01:45 am »
Are those campaign rules official? It never occured to me to play the game that way. I'm not sure it suits me - to me Fabled Fruit seemed pretty lighthearted, and a scoring system like this one kinda destroys that.

I don't know: keeping scores and playing lightheartedly do not seem to exclude each other? :)

I guess my issue is that inter-game political considerations aren't exactly what I'd call "lighthearted". Probably I just don't enjoy them though. I was curious because I thought my game didn't include such a score suggestion. But after looking again, it does. There's no score sheet, though. That sheet's to track the cards if you play with several groups.

Well to me, the political nature is on-par with Catan and many other games such as Castles of Burgundy or Smallworld... sometimes you need to try to talk an opponent into doing a specific move, or tell them that if they do what they want to do, it will just hand someone else the game. That's still pretty light-hearted. Being across multiple games is only different if you don't think of the campaign as one long game.

24
Other Games / Re: Fabled Fruit
« on: June 16, 2017, 01:06:15 am »
Are those campaign rules official? It never occured to me to play the game that way. I'm not sure it suits me - to me Fabled Fruit seemed pretty lighthearted, and a scoring system like this one kinda destroys that.

Yes, those are the official rules. There's also rules about loser goes first next game, like Dominion. Pretty sure the game even comes with scoring sheets designed to track it over the campaign.

25
Other Games / Re: Breath of the Wild
« on: June 15, 2017, 03:09:33 pm »
- I wish the controls for Urbosa's Rage were different... Sometimes I want to be able to charge up a regular charge attack without wasting / using a Rage. You can do this, but only if you don't hold the charge very long at all.
I take it that the last beast you haven't done yet is Vah Rudania?  That's the one that I'm always using when I don't want to.


Correct.

Quote
You can cancel the charge attack by pressing B.  This is relevant for the heavy weapons, since you may want to swing them around in a few circles without using Urbosa's Fury.

Yeah I've done this for swinging 2-handed weapons also. But it doesn't work for the use case of wanting to do a spin attack with a 1-handed weapon, or a spear flurry.

Quote
- 900 Koroks is probably too many. After we've done everything else there is to do, we'll spend hours doing nothing but collecting the rest of the Koroks. With help from a guide. That sounds like less fun than the rest of the game so far.
In the upcoming DLC, there's a mask that lets you track Koroks.  I think finding all 900 would still be tedious, but I just like the idea of trying, with that mask.  Anyway, I heard you only need half the korok seeds to fully upgrade your inventory.

I saw the korok mask in the recent trailer, but didn't realize it will help you find koroks. That might make it a bit more fun compared to just looking at a guide and following it.

Yeah, I know you only need about half to get full inventory upgrades. Though I also know you get something for getting them all... don't know what; don't want to know what until we actually do it! I'm assuming it's something so not worth it.  ;D

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