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Messages - HLennartz

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1
Other Games / Re: Millennium Blades
« on: April 27, 2017, 12:46:26 pm »
The timer isn't that bad, because it gives you 20 minutes per deckbuilding phase (broken up into 7 minute, 7 minute, and 6 minute chunks). Usually when games have real-time play, it's designed to be hectic, but I feel MB gives you just enough time to make strategic decisions at a relaxed pace (with no down time and being engaged 100% of the time!), but actually moving the game along and not falling into analysis paralysis. It's the first time I've ever seen a game do that (real-time, but not rushed) and I'd really like to see more games like that.

I've played the game quite a few times now, and it's definitely in my top favorite games. There's also a co-op mode in the Set Rotation expansion that can be played solo, and it's a pretty solid way to play it.

2
Other Games / Re: Donald X.'s new game Kingdom Builder
« on: March 10, 2014, 12:33:40 am »
I played this for the first time today, and didn't enjoy it. I got bad terrain card draws, with nearly half of my draws the same type, and mostly at the start of the game. Once I drew other terrains, I had already filled up the first terrain block, so I had to place adjacent to them and still couldn't escape the single settlement of doom.

By the time all the special tiles were taken, other players had 4-5 while I was stuck on 1. It was a horrible, slogging experience where I barely made any relevant decisions.

Sure, I guess it's just bad luck, and doesn't happen often. But still, just for the game to have the chance of that happening severely undermines my interest in playing it again.

3
General Discussion / Re: The Music Thread
« on: August 14, 2013, 08:30:51 pm »
Does anyone else here use last.fm? It's probably the most efficient way of answering the question "What sort of music do you like?" I absolutely love the scrobbling, stats, and user tag-based radio. I've had my account since 2004: http://www.last.fm/user/rainbowinabox

My favorite kind of music is both structurally complex and interesting, as well as ear-pleasingly "beautiful." My favorite artists run through all sorts of genres, from jazz to bluegrass to pop, connected by a difficult to describe "certain something."

I also listen to a lot of soundtracks from favorite games, anime. etc. I like to class it as "Pavlovian Music." It doesn't just please you by being objectively good, but also has pleasant associations in your mind to some scene or subculture. I think a lot of the droll, more hipster-ish indie music works along the same principles.

4
General Discussion / Re: Myers Briggs personality types
« on: August 14, 2013, 08:20:10 pm »
I'm the only INTJ.

Fear not mail-mi, you are not the sole voice of reason here.
INTJs represent.

I'm an INTJ also!

Even if it's unscientific metric, the descriptions I've seen of INTJ fit me perfectly.

5
Dominion: Guilds Previews / Re: Merchant Guild
« on: June 20, 2013, 09:43:47 pm »
Here's a game I just played vs the Goko AI where I formed an engine using Merchant Guild

http://dom.retrobox.eu/?/20130620/log.517c14ede4b07cbd3b35b00f.1371778669692.txt

Herald was really the fuel, but it wouldn't have worked without MG. MG still mostly feels like a "Bad Bridge" to me. The major upside, though, is that it effectively reduces Coppers to "negative cost," giving you a return for each copper you buy. On my 2nd last turn, I funneled one Copper buy into 5 coin tokens for the next turn. I still had buys left over, actually, but I didn't want to dilute my action density so much that I wouldn't get the +Buy to use all those coin tokens.

(Note: And the performance of this engine is marred by me making massive handicapping mistakes, like getting a 5/2 split and accidentally passing my 1st turn with 5 copper  :'( And accidentally Procession'ing Horse Traders to throw away all my last key engine cards in hand...)

6
If I have Base and Dark Ages, and wanted to create a game with a random kingdom that was only Dark Ages (no Base), how would I do this on Goko?

7
7 Wonders
Pass
Puerto Rico
Pass
Stratego (Yeaaah...I'm not a fan of Stone Age)
Pass
Hearts
Race for the Galaxy

8
Other Games / Re: Tanto Cuore
« on: August 25, 2012, 04:39:27 pm »
I would love to get Tanto Cuore to the table. I dig the retheme, although I'm wary of some mechanics...particularly, Curses that can always be bought and directly target players (I imagine there are scaling issues between 2/3/4 player), and cards that stay in play permanently.

I want to play Barbararossa even more, though that'll be harder due to the more salacious art/theme. The reviews of that are even better than Tanto Cuore. It looks like it desperately needs more expansion, though.

Man, there are so many things I was expecting that link to be, and Umineko was not one of them.  Well played.

I've made on a card game based on Umineko, btw. It doesn't focus so much on the meta-world stuff as the paranaoia and backstabbing of Episode 1 and Episode 7's Tea Party (I mean the visual novels, of course).

9
Some notes from the guy who made the linked expansion:

1. I tried to make the benefits mostly "draw a card", because I was worried about memory problems, especially in multiplayer. Drawing a card is immediate: getting actions and buys requires you to remember when it gets to your turn. This might not be as big a problem as I think, but it's worth remembering.


I was thinking that them being Duration cards would help solve this. As well as push the idea that "yes, you actually need to look at what your opponent is doing on their turn." At the start of your turn, it should easily jog your memory by just looking in front of your opponent's and seeing what Duration cards they have in front of them. Although it still could get tricky in 4-player games, with all those little +1s out.


2. Cards that help everybody speed up the game a lot. It also makes +Buy a lot stronger. +Buy is useful in the original game, but only when the game gets to the point point where you have excess money. When you help everyone, you reach that point faster.

Good point. I was thinking it'd make it more like Prosperity games, but that only holds when there are the big VP options to go along with the engine. I was thinking stuff like this:

Empire (or "Orchard," to go with Garden/Vineyards theme)
$7
Victory
Worth 2 VP for every 10 cards in your deck (rounded down)

Super Garden...although it's a lot harder to make work with a "Copper flood" sort of engine, and also out of reach of Workshop/Ironworks.

I will also need a Goons/Bishop type card, or more than one. VP tokens will be featured in this set.

3. The usefulness of the effect given to the opponent is directly related to how well they can use it. There's little difference between an 8 card and 10 card hand if there isn't +Buy, and there's not much point in getting +1 Action unless you have plenty of actions. So, you want to make sure that there is generally a use for the benefit they get. Cottage is an example of a way to do this: it probably won't be picked up unless there's an engine, so the extra action is going to help.

Yeah, I wanted to make part of the skill in this set adjusting your own deck to what your opponent buys. Like, if they're getting lots of Cottages or Pinkie Pies, to go more Terminal heavy than you normally would.

To make the strategies more dynamic, and not just a self-reinforcing loop of "everyone ends up doing the same thing," I should also add cards that give opponents benefits contrary to what the card does for its player. Like an exaggerated Embassy...it wants high variability in your own cards (Golds to keep, Coppers/Green to discard), but gives your opponent middling consistency (Silvers).

Coincidentally, with cards like my Princess Celestia I thought it'd be cute for them to be used as a semi-attack in some situations. Like, if you're opponent is going very Treasure-heavy, and it's likely to be a dead card. That's why it's specifically not a "may gain.

Cottage
$2
Action - Duration
+2 Actions, +1 Card. While ~ is in play, at the beginning of your opponents' turns, they get +1 Action.
Assuming ~ means "this card", this card (as written) acts identically to Village. Assuming this isn't the intended effect, you may want to give it a next-turn effect.

Yup...

Cottage
$2
Action - Duration
+2 Actions, +1 Card.
At the start of each other player's turn until your next, they get +1 Action.


10
I'm making a My Little Pony: Friendship is Magic themed expansion for Dominion. The main theme is cards that help your opponents...like Governor or Council Room, for example. It also has sub-themes of discouraging big money, and interactive cards where you must pay attention to your opponent's strategy.

Here are some card I'm considering:

Cottage
$2
Action - Duration
+2 Actions, +1 Card. While ~ is in play, at the beginning of your opponents' turns, they get +1 Action.

The basic Village of the set.

Zecora
$2
Action
+1 Action. Each player may trash a card from their hand. For each player that does, draw a card.

You do get to trash a card yourself, and draw a card from that. The one thing I don't like about this is how it's of different powers in different game sizes. In 4p, it's probably too strong at $2.

Dragon
$4
Action - Attack
+2 Cards
Each opponent discards a Gold or reveals a hand with no Gold.

This will need a lot of playtesting to get the perfect balance. I want it to be relatively low-cost, and with a weak non-Attack part (maybe even "+1 Card" or nothing) so there's a tension between being stronger in the late game, but being most effectively bought at early game price points.

I've also considered making it "Gold or Platinum," but that's a bit awkward when there are no Platinum cards in the game. Like Noble Brigand, I guess it's a very stupid Dragon with a poor sense of valuation.


Pinkie Pie
$4
Action - Duration
+2 Actions, +1 Buy, +$2
At the the start of each opponent's turns until your next turn, they get +1 Action, +1 Buy

Of course, I couldn't resist making Equestria's foremost party pony a "Festival for everyone."

Princess Celestia
$4
Action
You may choose an action card in your hand. Play it three times.
Return ~ to the supply. Each other player gains a copy of Princess Celestia.

Rarity
$4
Action - Attack
Choose one: +$3, each opponent gains a gold, or +$2, each opponent gains a silver; or +$1, each opponent gains a copper.

Maybe a bit powerful, in it's ability to bounce from a mini-Mounteback (bought on turn 1) to a late game Gold-lite. Making it work at $5 would be hard, though...and the silver ability would just be totally worthless. It might be best to just take out the +$2 ability.

Applejack
$4
Action
+2 Cards, +2 Actions, +1 Buy
Each other player gets +1 VP.

Too many $4's...Applejack is, of course, a Trusty Steed in disguise.

11
Dominion General Discussion / Re: Homage to the Best Card
« on: March 10, 2012, 12:39:28 am »

12
Dominion General Discussion / Re: Homage to the Best Card
« on: February 28, 2012, 09:58:58 pm »

13
General Discussion / Re: Game: 1001 random posts
« on: November 01, 2011, 06:36:56 pm »
Now that this game has begun,
with your next post please have some fun.
As long as the kind
Of rule that you find
Applies to the post above this one.

14
Game Reports / Re: Dear My Opponent: I am Sorry
« on: October 28, 2011, 11:24:20 pm »
Dear Opponent,

I am sorry that, even though I had 1 copy of Tournament while you had 7, I was the first person to get Trusty Steed and Princess before you resigned.

15
Dominion General Discussion / Re: Seaside or Prosperity?
« on: September 13, 2011, 03:45:57 pm »
I'd go with Seaside first. It's more fundamental, and also, I think the new dimension that Prosperity adds to the game is more fun after you've experienced all the stuff that comes before it.

...(It's funny to see Prosperity dinged for introducing "too many power cards" when Ambassador and Sea Hag from Seaside are the #1 and #2 most important power openers in the 2p game.)...

Possibly since Prosperity's theme is "big scale," its cards feel especially powerful.

16
Dominion General Discussion / Re: What's your dominion pet peeve?
« on: September 06, 2011, 05:01:46 pm »
- KC KC ESTATE COPPER COPPER for one.

I just played a game where I had 3 King's Courts in my hand, and no other actions:

Code: [Select]
HLennartz plays a King's Court.
... and plays a King's Court.
... ... and plays a King's Court.
... ... ... but plays no action with it.
... ... and plays the King's Court again.
... ... ... but plays no action with it.
... ... and plays the King's Court a third time.
... ... ... but plays no action with it.
... and plays the King's Court again.
... ... but plays no action with it.
... and plays the King's Court a third time.
... ... but plays no action with it.


...now that's power.

17
Tournaments and Events / Re: Any GenCon or WBC news?
« on: August 24, 2011, 09:01:33 am »
I was just thinking... what I'd *really* like to see in a tournament is the debut of a new expansion thrust upon the unsuspecting tournament goers  ;D...

Alternately, they could do like Richard Garfield did for one of the Magic: the Gathering Invitationals and make up a few proxied new cards used for that event only, getting a similar effect.

18
Other Games / Re: Are any Dominion inspired games worth playing?
« on: August 23, 2011, 02:10:27 pm »
If you can handle a theme based around anime maids, Tanto Cuore is an interesting take on this genre.

http://boardgamegeek.com/boardgame/65282/tanto-cuore

The game plays quite similarly to Dominion, but with the added mechanic of being able to put your Maids (also the victory points) in chambers to get them out of your deck. I haven't played the expansions, but my group tends to play a game or two of this when we want a change up from Dominion. The strategy is just different enough to be interesting and because the Maids are also the points it doesn't run into some of the other problems games like Thunderstone do.

I tried playing some solo games with the 1st expansion, and the addition of Victory cards you can buy that aren't put into your deck (not clogging it up) gave the game a vastly different feel than Dominion. In the base game, the ability to simply buy Sickness (Curse, basically) cards and give them to your opponent seemed broken somehow.

The cards look like Dominion, but it the way it plays out feels very different. I think I'd have to play a lot more games against well-thinking players to really grasp how the game works, though.

Also, I absolutely love the theme. Barbarossa even more, though I haven't even read the rules for that one yet.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: August 23, 2011, 02:02:56 pm »
I think this card would make games a lot less interesting:

Patron
$5
Action
+$3

Now every deck can be 100% big money. I think it could make the choice of deck strategy much more uniform and boring.

20
Tournaments and Events / Re: Any GenCon or WBC news?
« on: August 23, 2011, 01:48:29 pm »
If one considers the most important skill in Dominion "Adapting to new strategic situations," then the 3p/4p tournament idea is brilliant. All the highest-level players are so used to 2p that it tests this skill like nothing else could.

21
Dominion General Discussion / Re: What would make you go Village/Smithy?
« on: August 23, 2011, 01:39:03 pm »

NB:  You can assume other cards, but not a whole other engine.  No, "Torturer, and I'll use Torturer instead of Smithy."  We know Village/Torturer is good.

I guess this doesn't count, but one game I won opening Village/Smithy, and used that to build into a primarily-Torturer engine with 2 Smithy's in the mix. So it wasn't a case of purely using Torturer over Smithy...Smithy was a vital bootstrap to get the engine going quickly.

22
Dominion FAQ / Re: Dominion Lingo Dictionary
« on: August 23, 2011, 01:36:05 pm »
You know, Province Game as in the list that's up there is what people use most commonly for a game without colonies, but I cannot stand it. Every game is a province game! You should really call them non-colony games. Well, just one of my somewhat irrational pet peeves...

It's called that because it's the most relevant card of the game, the defining card you could say. Every game could be called a "Copper Game," but they aren't.

23
Slum $2
Action - Attack
+2 Actions.
Each opponent gains a copy of Slum.

24
Dominion FAQ / Re: Dominion Lingo Dictionary
« on: August 06, 2011, 06:08:21 pm »
How about "Power creep"?

I have seen this several places, and I am not sure what it means.

"Power creep" is when expansions features cards that are progressively stronger than in the past. It's most commonly used with CCG's, where publishers have the incentive to make people buy the new cards because their increased power obsoletes the older cards. Some people consider Prosperity to show power creep, with the Goonds, King Courts, etc.

estate tennis = players using Ambassador to repeatedly pass Estates between them turn after turn
I'd also accept pingponging

Yeah, I hear "Estate ping-pong" much more often.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2011, 09:28:02 am »
Vial of Poison
Cost: 2
Treasure - Duration

+ 5$
Once played, this card will not be cleaned up for the entire game.
Every following turn the $ value decreases by one.

Why? Because you will likely need this early in the game, because you don't have much money then, but when played in turn 3, by turn 10, its value is already -$2.

That reminds me of another card I came up with:

Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.

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