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Dominion General Discussion / Re: Capitalism - does this translation difference matter?
« on: November 20, 2022, 11:59:15 pm »
From BGG: apparently the old version of Salvager uses an empty +$.
What is your opinion on the existence of the wiki? In particular, are you bothered by the idea that since every card image is available there, that someone could potentially "print and play" and play without buying a physical set?It's fantastic that the wiki is there, and I do not even consider worrying about that. This has come up repeatedly; if someone say prints out a list of Events to play with without those sets, they aren't supporting me, but they're not stealing from me either. The people who want you to believe otherwise are evil.
Lions, split pile. You gotta buy 5x Lions before you reach the 5x Christians. Play a Lion when you already have a Christian in play, +3 cards, trash any number of cards, +1VP per $1 cost of the cards you trashed.
No one could object to a card like that, right?
- What articles/discussions would you recommend for someone wanting to study the base game ? I already found some videos, but I am more of a "reading" kind of person generally as I tend to "retain" more of what I read than what I watch.
- how well does it play with 3 players (does it become too long and uninteractive ?) ?
- when you have multiple expansions, do you usually mix everything or combine just a few expansions that tend to mix well (I recall reading something along those lines, such as I think, Properity (or Adventures) and Empires) or do you stick for a while with just the expansion. I fear that when mixing too many expansions some effects might get diluted.
- related to that, how do you store/sort the game ? I probably intend to buy a big cardboard box (something like that : https://www.bcwsupplies.com/card-game-box-black-white). Have you sleeved all your cards btw ? It makes for a lot of sleeving ! As to sorting, would sorting by expansion then alphabetically work ? With maybe dividers just for the different expansions and maybe the "common" cards. My idea would be to also have a kind of smaller "travel box" holding the common cards and enough cards to do a few different markets when I play at my friends'.
Another good one with simultaneous decisions is RoboRally. Newer editions added a timer and rules to make it a chaotic party game. But with the original rules, and a timer only if needed (just when some players are taking too long), it's a surprisingly tactical game where I have seen the good players consistently win. Of course you have to build a course that isn't too short, so that the luck will even out, so it could take a while to play.
in retrospect I don't like how many different tokens Adventures has, it's annoying pawing through them looking for the boot or whateverAm I the only person who stores the tokens sorted by type, not by colour? You need the Journey tokens for a game; you fetch the journey tokens. Especially if you spend five dollars on a compartmented plastic storage box, setting them up becomes trivial.
I do that. I didn't sort it fully by type (the vanilla bonuses are together, the ones with pictures are together, and the -1 Card, -1 coin, and +2 cost are together) but I still end up only having to look through three or four rather than all 10.
No. Social deduction games are the only boardgames which function well at this player count.Not so. Games which allow simultaneous action by multiple players are another obvious category that scales well to high player counts. Especially drafting games. Things like Sushi Go Party! or even the classic Pit.
Edit: just asked BoardGameGeek to list games in my collection which take 8 players. So, non-social-deduction games I reckon play fine with 8 include: 6-nimmt!, Apples to Apples, Articulate!, Boggle, Ca$h 'n Guns, Cards Against Humanity, Codenames, Joking Hazard, Penultima, Pit, Sushi Go Party!
What is this a quote from? One reason that it can make sense to say that Herbalist is Potion-related is that one of the defining characteristics of the Potion-cost cards is that often you can only get one per shuffle. Sure you can buy more Potions, but that sucks for other reasons. So Herbalist allows you to get more than one Potion-cost cards in a shuffle. That's important.
I'm more interested in why it says that Possession is not useful in multiples!
I don't know why you say "random" there - it makes random kingdoms exactly as well as the randomizer deck does, with exactly as much searching for cards. Instead of turning over a random randomizer card and looking for the pile of 10, I turn over a random card and look for the pile of 9 to add to it. It's just exactly the same.3) Use one card from each pile for randomizersThe trouble with that is it stinks for playing random or semi-random kingdoms. If you ever want to choose a pile, you have to go digging in the randomizers for the missing card. )-8
For needing a particular card, well as it happens I also keep each expansion separate - I deal out 5 random Seaside cards, 5 random Renaissance cards. So if I want to specifically test Swashbuckler, I turn over the pile of 25 cards and it's easy to find. But yes if you shuffled them all together it would take a while to find the 10th copy of something.
I don't get it. What's the difference between a lowercase x and a multiplication sign?
Times New Roman Italic:
My favorites are probably Governor and Envoy. My least favorite is probably Dismantle, though, frankly, I don't dislike any of them. I do like Black Market, but I only play with it when I play online -- I just haven't come up with an easy way to incorporate it IRL.
Two good options:
1) Use a randomizer app that includes a black market. That way you're only fishing for the card if someone buys it.
2) Make the Black market deck from the blue-backed placeholder cards. Sure, you'll be able to identify tell if a card in someone else's hand came from the Black Market, but that's a minor bit of info leak in exchange for much easier setup.
Is there a list of cards with 'reveal' on the wiki yet?
There is now! http://wiki.dominionstrategy.com/index.php/Reveal
And Old Witch doesn't help your opponents either. It just takes away its own bad effect after a while (sometimes). It's more accurate to say that both attacks become less effective the more you play them.
It does help your opponent if Curses are gone and they have a Curse in hand.
Yes, the Curse you gave them earlier. So overall not helpful, unless they got the Curse from something else I guess.