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Messages - GendoIkari

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Another tricky thing is defining "behind" in Dominion. You could define it as having fewer points, but it's also easy to say that a deck with 8 Estates and not much else is "behind" a deck that has 0 VP but a bunch of King's Courts and Laboratories and Bridges.

If it's a question of how far along your engine is, then Quarry could be considered a card that is better when you are behind; because once your Engine is fully up and running, you don't need Quarry anymore. Similarly, Chapel is better when you are behind in trashing stuff; a player who has already gotten rid of their junk doesn't need Chapel.

I suppose trashing attacks are the closest thing Dominion has to a pure "catch-up" mechanism. Similar to what was said before about Masquerade; trashing cards from the ahead player's deck will hurt more than trashing cards from the behind player's deck; or bring both decks into more equal footing. The problem is that a good "ahead deck" can play more trashing attacks per turn than the other player.

The old KC+Goons+Masquerade pin was really the ultimate "catch-up" mechanism in Dominion; it didn't matter how far ahead one player was in terms of points or engine functionality; if the other player got the pin; the other player catches up and wins. But again, how to define "ahead" in this case; it could be easily argued that the player who had KC+Goons+Masq in their deck really was ahead of the other player, because they were closer to pulling off the pin.

Dominion General Discussion / Re: Free Sleeves!
« on: May 27, 2020, 02:11:56 pm »
I would like exactly 839 of them, no more no less.

Stumbled upon a useful combo tonight: Groundskeeper + Way of the Frog.  Since the part that gives you victory tokens is below the line, you can still get the tokens with a victory card buy, while putting it into your next hand to get a token again.  Of course, this is assuming you don't need the +1 card

Really this is just most Ways combined with any below-the-line effects.

Rules Questions / Re: New Inheritance with new Embargo
« on: May 23, 2020, 06:45:20 pm »
Note that “leaving it there” doesn’t mean “don’t let it be moved to the trash”; but rather “don’t move the card into the play area”. And because it isn’t in the play area, the “trash this” fails because Embargo expects itself to be in play but it isn’t.

Rules Questions / Re: Coffers Question
« on: May 22, 2020, 11:49:17 am »
I think the best way to look at it is as three different phases - Action, Treasure, Buy. With the caveat that all things referring to the Buy phase would then refer to the Treasure or Buy phase.

Yes, I think the rulings, if not the actual rulebook, have clarified that there are sub-phases.

The Action Phase has the "start of turn" sub-phase and the "play your action cards" sub-phase.

The Buy Phase has the "play treasures" sub-phase and the "buy stuff" sub-phase.

The Cleanup Phase has the "discard everything" sub-phase and the "draw a new hand" sub-phase.

If I remember correctly, it was eventually ruled that buying a card from the Black Market with Capitalism in your "play treasures" sub-phase does not prevent you from spending coffers after that; so it's not "buying during your buy phase" that prevents you from playing coffers, but rather moving on from your "play treasures" sub-phase that prevents it.

Rules Questions / Re: Coffers Question
« on: May 18, 2020, 07:23:30 pm »
It seems like Gamble doesn't fit the 2 parts buy phase concept. After you buy it you can get more coins to spend.

It still fits - Gamble doesn't allow you to arbitrarily play Treasure cards from your hand; you can only play what it tells you to play. Similar to, for example, Scepter, which, if you use it to replay an Action that gave you +coins, would also get you more to spend.

The key is what you *can* do by virtue of the phase vs. following a card's instructions.

Right. The actual rule is not “once you by a card, you cannot play more treasure cards.” Although it may be paraphrased that way, the rule says what you can do, not what you can’t do. “You may play treasure cards before you buy a card”. Then other things like card instructions could also allow you to play treasure cards at other times.

Other Games / Re: New Paper Mario announced!
« on: May 17, 2020, 09:10:23 pm »
The only one I've ever played was Super Paper Mario, and I stopped playing almost immediately. It really wasn't fun.

Regardless, I've pre-ordered this new entry. I may play the original game on the Wii U virtual console once I have access to my Wii U again. My young son started a save of it and it seemed OK. I'm also tempted to pick up Color Splash since I've heard the story is at least fun.

Yeah Super Paper Mario is a completely different genre of game from the other ones. The only similarity it has at all is in the art style. And I guess that Mario has HP.

Color Splash has great and hilarious dialog. The story itself isn’t as great as the others, but the dialog is excellent.

Other Games / Re: New Paper Mario announced!
« on: May 16, 2020, 11:32:11 am »
I knew about Sticker Star though intentionally left it out of that OP because I’ve never played it. And I’ve only heard bad things.

Other Games / Re: New Paper Mario announced!
« on: May 15, 2020, 08:44:52 pm »
I always thought the Wii one was good, it just paled in comparison to the first two.

I loved the concept; hated the implementation. A platformer RPG mix that lets you switch from 2D to 3D? Yes please!

However, for one the the controls were awful. You can’t use the classic controller or the nunchuck; no choice but to use the Wii Remote sideways, which is uncomfortable and annoying. And then the way it controls... the physics were more like a Paper Mario game, but the actual content was platforming. It should control like a Mario Brothers game if it’s going to require platforming action.

The story was great. But it’s the only Paper Mario game we didn’t 100% because it was too tedious to beat the harder optional challenges.

Other Games / New Paper Mario announced!
« on: May 15, 2020, 08:21:49 pm »
I’m excited. The first 2 Paper Mario games are all-time greats. Third one for Wii is bad, fourth one for Wii U I thought was ok... not as good as the first 2 but not as bad as most people think. Rumor has it that this one will return more to the roots of the first 2.

Dominion General Discussion / Re: Logic behind "special things"
« on: May 15, 2020, 01:50:57 pm »
Engineer costs deb so you can't gain it with itself, Overlord, Royal Blacksmith, and City Quarter aren't really something that can cost coins because they have to cost a lot, but then they don't get bought. Forum is spammable, since it is functionally a cantrip. The top half on cards with on-gain and on-trash don't necessarily tie in with the bottom half, that's not a requisite part of their design. There are mechanical links between Pixie and Goat (poor interactions with The Flame's Gift) Secret Cave and Magic Lamp (It gives you another card in play to activate the lamp) and there used to be a connection between Fool and Lucky Coin so the gained silvers would slow it down, but the card changed and the Heirloom wasn't removed. Duchess has to be a cheap terminal action so you don't always take it with a Duchy, and a friendly spy was being considered. Silk Merchant does have somewhat of an interaction, it's a terminal, which interacts with the villager. The night ability on werewolf isn't supposed to tie into the card, it's an additional option. If you have any curiosity about why any card has certain abilities, the Secret Histories give the development history of each set and its cards, which should any questions you have.

Overlord's debt cost also allows it to say "costing up to " instead of "costing less than this" like Band of Misfits does; to prevent infinite loops... although the Command Errata fixes that anyway.

Dominion Online at Shuffle iT / Re: Error when playing Displace
« on: May 15, 2020, 01:46:12 pm »
When you play Displace and exile a Province, shouldn’t you be allowed to get another Province as your card costing up to 2 more? Or if I use Displace to exile a Colony, shouldn’t I be able to replace it with a Colony? For some reason, Shuffle IT will let you gain a card less than than the exiled card or more than it, but not one that is the same price as it.

It's because you can't gain a card with the same name.

Seems likely that "differently named" is there specifically to avoid this interaction which would be overpowered otherwise.

Dominion General Discussion / Re: Logic behind "special things"
« on: May 15, 2020, 01:39:31 pm »
- Debt-cost cards: I feel like you’d make a card’s cost debt-only if you want players to be able to buy them on any turn. Do Engineer/Overlord/Royal blacksmith/City quarter have the perfect abilities for this purpose? Why couldn’t they have cost normal dollars?

You missed one thing with Engineer... the debt-cost makes it so that you can't use Engineer to gain more Engineers; which changes the card a lot.

Dominion General Discussion / Re: Logic behind "special things"
« on: May 15, 2020, 01:37:58 pm »
Don't forget VP as well... the 2 on Nobles qualifies as a "special thing" that somewhat feels just tacked on. While the 1 on Great Hall is not; the 1 is really the concept behind the card; while the +1 card +1 action makes it so that the VP doesn't take up space in your deck.

Really it comes down to what is the definition of "discard your hand", and I'm not sure if that's specifically defined in the rules. But I would think that the most obvious definition would be "discard each card in your hand". And in this case, you followed this instruction if discarding an empty hand just as much as you did if you discarded a hand with some cards in it.. either way, you discarded "each card"; there's nothing special about the empty set here. At least not if what matters is the technical/logical way of following instructions.

You also could simply have 0 cards in your deck/discard when you play Hunting Lodge instead of having the -1 card token. Of course this would mean that the "draw 5 cards" would end up doing nothing, but the same question still exists, do you follow the instruction of "draw 5 cards" if you play Hunting Lodge as the last card in your hand/deck?

Which brings me to a related question... if your deck+discard is empty, but has the -1 card token on it, do you get rid of the token if you get a +1 card? Does it count as "the next time you would draw a card" if your deck+discard is empty?

Yes, it still counts. Best evidence is probably that Tactician goes out of its way to say that it only works if any cards were discarded this way. If this behavior were intended for Hunting Lodge it would say something similar.

*Edit* I never knew until now that Tactician got new wording in second edition. I’m assuming that it’s functionally identical?

Dominion General Discussion / Re: Best deck with no treasures?
« on: May 13, 2020, 10:31:43 am »

If you hang around and read a bunch of posts here, you'll learn that often treasure is weak, and a lot of decks function well with just actions that produce instead.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 12, 2020, 11:10:54 am »

Village Peddler • Action

+ 1 Action
+ 1  Card
+ $1
The next time you play a Rag Dealer this turn, choose one: you first get +; or you first may trash a card from your hand.

Rag Dealer • Action

+ 1 Action
+ 1  Card
+ $1
The next time you play a Village Peddler this turn, choose one: you first get +1 Action; or you first get +1 Buy.

Setup: Whenever Village Peddler is in the kingdom, add an extra supply pile with Rag Dealer.

As worded, your specific setup rule only goes one-way; I assume you want it to go both ways?

There's also the issue that this rule isn't on the card, and would be too wordy to fit on the cards nicely. So I would suggest a new mechanic similar to Heirlooms. At the bottom of Village Peddler, have a special bar where the Heirloom bar is on Nocturne cards that says "Partner: Rag Dealer". And vice-versa on Rag Dealer.

Then have a new general rule explaining how Partner works, that if a card has a Partner, then those 2 cards must always appear in the Kingdom together; choosing one of them for the randomizer gives you both of them. Still only 10 cards total; unless you feel like it's better for balance to contain 11 cards, but then you have to deal with the fact that theoretically both of them could already have been chosen within the initial 10 cards; at which point you basically are saying to add a random 11th pile.

Introductions / Re: 4 days, 0 minutes
« on: May 12, 2020, 09:27:15 am »
Not sure when I hit 100; at 113 now. What's this about a PM?

Rules Questions / Re: Considering Trader errata
« on: May 10, 2020, 10:37:53 am »
Anyway Donald, have you considered a version that just trashes the gained card to gain a silver?
For Trader itself, no. Exchanging feels closer to the original card.

This is happening, incidentally; there's a new card image, the rulebook has been changed. It's who knows how many months away for anyone to have it, but from my perspective it's done.

new art too? or just new text?
I don't see why you would guess that there might be new art, but I can tell you, there isn't.

“New card image” can be easily misinterpreted as talking about the image that appears on cards above the text; the art.

Other Games / Re: Mario Maker
« on: May 09, 2020, 12:38:24 am »
OK, a new level: 713-KHH-CQF

This one is meant to be pretty difficult, so I'd appreciate any feedback. You have to beat any 4 of the 7 bosses to complete it. If there's feedback I want to implement, I'll re-upload it and post the new code. I've already done that once after a friend of mine ran through it.

I enjoyed the aesthetics and the concept. I also liked the way defeating one boss unlocked a new powerup you could use for the next boss.

But I wasn't a big fan of the boss fights themselves. I tried each one; a couple of them more than once. They all sort of felt a little spammy in terms of randomness and things to avoid. That's not automatically a bad thing, but it's not the type of challenge I enjoy. I only managed to actually beat a boss once or twice, though I didn't spend a long time trying to grind it out. Part of that also comes from me not knowing New SMB as well; not being as good at those move sets.

It would have been nice to be able to have a checkpoint in there, or even a pink coin challenge that saves after each boss. But probably not possible to combine that with the core concept of having to defeat some but not all bosses.

Rules Questions / Re: Considering Trader errata
« on: May 08, 2020, 11:07:03 am »
Like, if you ironworks an action and exchange it for a silver, how many people are going to guess that you get +Action instead of  +$1? The old trader was confusing in this manner too, but man, this version doesn't fix that.

I think that particular interaction is clearer in the new version. You gained an action card, Ironworks cares about the card you gained. Some might still ask the question, but I don't see this wording leading to a multi-page thread on BGG where Donald changes his mind on the correct ruling 2 separate times and needing to invoke blue dogs to explain how it works. The rules answer is much more straight forward; you gained whatever you gained with Ironworks, so Ironworks just works completely normally, same as it would if Trader weren't involved.

Rules Questions / Re: Considering Trader errata
« on: May 08, 2020, 09:45:03 am »
i already have this with my IRL set and it's much nicer than all the finnicky errata around "would gain"

What do you mean by you already have this? Do you mean that you've been just choosing to play it that way?
i sleeve because i print fan cards and ive made a couple quality of life improvements to the canon cards - updating BoM/Inheritance/etc post errata, rewording Trader to this (nearly identical, fewer commas in mine tho), making Lost In The Woods an artifact (so as to further codify things you fight over as Artifacts, and more strongly define states as a thing that a player gets), adding Coppersmith back into Intrigue.
So yeah, i already have this. or, i'm choosing to play it this way, i guess, but also i dont have to explain to others that "we're choosing to play it this way", they just get that thats how the card is worded.

Did you do this based on something Donald said before, or did you just happen to think of the same errata?

Variants and Fan Cards / Re: Really bad card ideas
« on: May 07, 2020, 04:23:12 pm »
Peter Principle  Action-Command

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least more than the trashed card.

Try to play the gained card.  If you can't, gain an Impostor Syndrome.

I know that this is RBCI, but how do you unsuccessfully play a Command card? Even if you have no actions in hand, you've still played it (for the purposes of Diaden etc).

Yeah there's no way in current Dominion cards to fail to play a card you are instructed to play. Though in this case you could fail to gain a card, which means there's no card to play, which would still activate the "if you can't" text.

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