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1
Other Games / Escape the Room
« on: February 12, 2017, 12:50:42 pm »
The live action game. These seem to be really catching on in my area. We finally played one last night. It was way more fun than I anticipated. Ours involved crawling through tunnels and a free roaming zombie that if you were touched by it you were out of the game.

We got out in 53 minutes and all 6 of us survived. It was super intense at the end evading the zombie. I definitely tended to over complicate the puzzles.

10/10 would do again. The local place is on their 3rd scenario and reworks the room and puzzles every 3 months or so.

2
Hearthstone / Karazhan
« on: August 11, 2016, 02:09:19 pm »
Well, it released in the US.

Played the Prologue and here is how my first attempt ended:


Keep trying to Purchase Parlor for 700 gold but it inevitably times out (at least it doesn't steal my gold, yet).

3
Hearthstone / Hearthstone Etiquette
« on: September 16, 2014, 09:32:43 pm »
I am pretty clear the snarky "sorry about that" on every good move is bad form despite the fact most assholes are doing it and most players are apparently assholes.

But what about end game? When I have the win I take the shortest route to victory, not play out my entire hand and try to clear all their minions and create the largest possible negative face. Seems most of the assholes do this and most players are apparently assholes.

It dissuades me from wanting to continue playing because I don't tend to play with assholes IRL (out of context thread material).

I am assuming the assholes are carry overs from WoW which I never played. Am I overly sensitive? At least I can concede and not have to wait out a final megawank turn. Squelch doesn't seem to last very long so I have no good remedy for the snarks.

Comments?

4
Hearthstone / How did I arrive at a gold amount that is a multiple of 5?
« on: August 31, 2014, 10:35:06 am »
I don't know when it happened but it has been a few weeks at least and I keep watching for the quest that evens me back up.

5
Goko Dominion Online / Prince on Goko
« on: August 21, 2014, 11:12:54 am »
Now that I have your attention, I'm hoping this is why the site is currently down and not because it just goes down for fun.

6
Forum Games / Interested in modding my first Mafia game. Seeking Help
« on: January 09, 2014, 12:31:13 pm »
I have cooked up a couple of really neat role ideas which as far as I know do not otherwise exist in the Mafia universe. I have a flavor plan that provides some characters and some basic ideas for interactions. I'm currently typing up role descriptions that include some odd twists. the overall flavor I am shooting for is paranoia and intrigue with some espionage and sabotage thrown in. Think classic spy movies with double and triple crosses. As such it will be borderline bastard and well into the realm of RMM.

All that said I definitely need help. I'll need help with balancing the roles and I'll need help actually modding the game because action resolution largely escapes me and there will likely be some heavy duty resolving going on here.

Anyone interested in working on this with me? I'm thinking I'd like the game to see the light of day maybe by late March or early April.

7
Rules Questions / Ill Gotten Gains meets Trader
« on: November 02, 2013, 09:49:38 am »
I am fairly certain Goko is bugged with this card interaction but to be honest, I cannot describe the correct manner in which it should be handled.

If you reveal Trader when gaining a copper from IGG on Goko you will gain nothing at all which I am certain is wrong.
I feel you should either gain a silver into your discard pile or maybe even into your hand.

Any takers?

8
Game Reports / I see your King's Court and Double Province buy and I laugh
« on: December 01, 2012, 03:30:30 pm »
http://dominion.isotropic.org/gamelog/201212/01/game-20121201-122757-904d6308.html

KC at $7 is way too slow for this board. One must wonder how it would have played out had I not had uncontested access to the Gardens pile.

9
Other Games / Picture Caption
« on: September 28, 2012, 09:56:01 am »
Okay, so this isn't a board game and it is not a game you should be looking for on store shelves but it is outrageous fun in a party setting. So long as everyone obliges to keep it clean it works for all ages (who can read) too; the games we played included an 8 and 10 year old and this did not diminish the fun in the slightest.

Supplies needed:
Scrap Paper
Pencils/Pen

Setup:
Deal to each player a piece of paper for every player in the game. That is, if there are 9 players then each player receives a stack of 9 pieces of paper.
Give each player a pencil/pen.

How to play:
1. Everyone begins the game by writing a word or phrase or thing or place or person or such onto the front page of their stack.

2. Once everyone has completed their first sheet everyone passes their entire stack to the person to their left/right (direction is irrelevant so long as it is consistent throughout the game).

3. Upon receiving the incoming stack of papers the players read the word/phrase/etc. then places the front page on the bottom of the stack and then draw a picture of representing what they read on the top page.

4. Once everyone has completed the drawing phase everyone passes their entire stack to the person to their left/right (direction is irrelevant so long as it is consistent throughout the game).

5. Upon receiving the incoming stack of papers the players examines the picture then places the front page on the bottom of the stack and then writes a word/[phrase/etc. of what they saw in the picture.

6. Rinse and repeat until everyone's original stack has returned to them. At this point pick someone to begin by publicly reading through the process beginning with their original word/phrase/etc. going through each alternating slide. enjoy the outrageous peals of laughter that will erupt as everyone catches onto the way different people interpret the phrases or pictures. Be amazed at how far away the final slide is from the original verbiage or, alternately,. be amazed at how well the original idea was preserved.


Notes: In my opinion a slightly better experience is had in groups involving an odd number of people since the originating slide and the final slide will both be text/captions and a nice effect is had to compare the two.

10
Game Reports / Chapel to Bandit Camp/Cultist
« on: September 08, 2012, 11:11:02 am »
The idea was to be able to draw the Bandit Camps and the resulting Spoils frequently enough to keep driving the Provinces. Cultist was the drawing card that was helping to junk the opponent's hand as well. Seems to have worked well. Note, the opponent had a starting Duchy ahead of me:

------------ Game Setup ------------
Supply cards: Copper, Silver, Gold, Estate, Duchy, Province, Duchy, Chapel, Sage, Fortress, Ironmonger, Procession, Scavenger, Bandit Camp, Cultist, Band of Misfits, Altar, Ruins
pingpongsam - starting cards: Copper, Copper, Copper, Copper, Copper, Copper, Copper, Overgrown Estate, Overgrown Estate, Overgrown Estate
Drusilla - starting cards: Copper, Copper, Copper, Copper, Copper, Copper, Copper, Overgrown Estate, Overgrown Estate, Duchy
pingpongsam - shuffles deck
Drusilla - shuffles deck
pingpongsam - draws Copper, Overgrown Estate, Copper, Copper, Overgrown Estate
Drusilla - draws Copper, Copper, Copper, Copper, Duchy
 
---------- Drusilla: turn 1 ----------
Drusilla - plays 4 Copper
Drusilla - gains Silver
Drusilla - draws Overgrown Estate, Copper, Copper, Overgrown Estate, Copper
 
---------- pingpongsam: turn 1 ----------
pingpongsam - plays 3 Copper
pingpongsam - gains Chapel
pingpongsam - draws Copper, Copper, Overgrown Estate, Copper, Copper
 
---------- Drusilla: turn 2 ----------
Drusilla - plays 3 Copper
Drusilla - gains Silver
Drusilla - shuffles deck
Drusilla - draws Copper, Silver, Copper, Copper, Copper
 
---------- pingpongsam: turn 2 ----------
pingpongsam - plays 4 Copper
pingpongsam - gains Fortress
pingpongsam - shuffles deck
pingpongsam - draws Overgrown Estate, Copper, Copper, Copper, Copper
 
---------- Drusilla: turn 3 ----------
Drusilla - plays 4 Copper, 1 Silver
Drusilla - gains Gold
Drusilla - draws Copper, Copper, Overgrown Estate, Silver, Duchy
 
---------- pingpongsam: turn 3 ----------
pingpongsam - plays 4 Copper
pingpongsam - gains Silver
pingpongsam - draws Copper, Overgrown Estate, Chapel, Copper, Copper
 
---------- Drusilla: turn 4 ----------
Drusilla - plays 2 Copper, 1 Silver
Drusilla - gains Scavenger
Drusilla - draws Overgrown Estate, Copper
Drusilla - shuffles deck
Drusilla - draws Copper, Copper, Copper
 
---------- pingpongsam: turn 4 ----------
pingpongsam - plays Chapel
pingpongsam - trashes Copper, Copper, Copper, Overgrown Estate
pingpongsam - applies when you trash ability of Overgrown Estate
pingpongsam - draws Overgrown Estate
pingpongsam - draws Fortress
pingpongsam - shuffles deck
pingpongsam - draws Copper, Copper, Overgrown Estate, Chapel
 
---------- Drusilla: turn 5 ----------
Drusilla - plays 4 Copper
Drusilla - gains Scavenger
Drusilla - draws Gold, Duchy, Silver, Overgrown Estate, Copper
 
---------- pingpongsam: turn 5 ----------
pingpongsam - plays Fortress
pingpongsam - draws Copper
pingpongsam - plays Chapel
pingpongsam - trashes Copper, Copper, Copper, Overgrown Estate
pingpongsam - applies when you trash ability of Overgrown Estate
pingpongsam - draws Copper
pingpongsam - draws Overgrown Estate, Silver
pingpongsam - shuffles deck
pingpongsam - draws Chapel, Copper, Fortress
 
---------- Drusilla: turn 6 ----------
Drusilla - plays 1 Gold, 1 Silver, 1 Copper
Drusilla - gains Gold
Drusilla - draws Copper, Scavenger, Copper, Silver
Drusilla - shuffles deck
Drusilla - draws Copper
 
---------- pingpongsam: turn 6 ----------
pingpongsam - plays Fortress
pingpongsam - shuffles deck
pingpongsam - plays Chapel
pingpongsam - trashes Overgrown Estate
pingpongsam - applies when you trash ability of Overgrown Estate
pingpongsam - shuffles deck
pingpongsam - plays 1 Silver, 1 Copper
pingpongsam - gains Silver
pingpongsam - shuffles deck
pingpongsam - draws Silver, Copper, Fortress, Silver, Chapel
 
---------- Drusilla: turn 7 ----------
Drusilla - plays Scavenger
Drusilla - moves deck to discards
Drusilla - places Gold on top of deck
Drusilla - plays 3 Copper, 1 Silver
Drusilla - gains Gold
Drusilla - draws Gold
Drusilla - shuffles deck
Drusilla - draws Copper, Copper, Scavenger, Gold
 
---------- pingpongsam: turn 7 ----------
pingpongsam - plays Fortress
pingpongsam - shuffles deck
pingpongsam - plays 2 Silver, 1 Copper
pingpongsam - gains Bandit Camp
pingpongsam - shuffles deck
pingpongsam - draws Chapel, Bandit Camp, Silver, Copper, Silver
 
---------- Drusilla: turn 8 ----------
Drusilla - plays Scavenger
Drusilla - moves deck to discards
Drusilla - places Gold on top of deck
Drusilla - plays 2 Gold, 2 Copper
Drusilla - gains Province
Drusilla - draws Gold
Drusilla - shuffles deck
Drusilla - draws Overgrown Estate, Overgrown Estate, Gold, Province
 
---------- pingpongsam: turn 8 ----------
pingpongsam - plays Bandit Camp
pingpongsam - draws Fortress
pingpongsam - gains Spoils
pingpongsam - plays Fortress
pingpongsam - shuffles deck
pingpongsam - draws Spoils
pingpongsam - plays 2 Silver, 1 Copper
pingpongsam - plays Spoils
pingpongsam - gains Province
pingpongsam - shuffles deck
pingpongsam - draws Chapel, Province, Silver, Copper, Silver
 
---------- Drusilla: turn 9 ----------
Drusilla - plays 2 Gold
Drusilla - gains Gold
Drusilla - draws Copper, Silver, Duchy, Copper, Scavenger
 
---------- pingpongsam: turn 9 ----------
pingpongsam - plays 2 Silver, 1 Copper
pingpongsam - gains Bandit Camp
pingpongsam - draws Bandit Camp, Fortress
pingpongsam - shuffles deck
pingpongsam - draws Chapel, Bandit Camp, Province
 
---------- Drusilla: turn 10 ----------
Drusilla - plays Scavenger
Drusilla - moves deck to discards
Drusilla - places Gold on top of deck
Drusilla - plays 2 Copper, 1 Silver
Drusilla - gains Gold
Drusilla - draws Gold
Drusilla - shuffles deck
Drusilla - draws Silver, Gold, Gold, Copper
 
---------- pingpongsam: turn 10 ----------
pingpongsam - plays Bandit Camp
pingpongsam - draws Silver
pingpongsam - gains Spoils
pingpongsam - plays Bandit Camp
pingpongsam - draws Copper
pingpongsam - gains Spoils
pingpongsam - plays Chapel
pingpongsam - trashes Fortress
pingpongsam - applies when you trash ability of Fortress
pingpongsam - plays Fortress
pingpongsam - draws Silver
pingpongsam - plays 2 Silver, 1 Copper
pingpongsam - gains Cultist
pingpongsam - shuffles deck
pingpongsam - draws Cultist, Fortress, Spoils, Silver, Province
 
---------- Drusilla: turn 11 ----------
Drusilla - plays 3 Gold, 1 Silver, 1 Copper
Drusilla - gains Province
Drusilla - draws Copper, Overgrown Estate, Copper, Copper, Overgrown Estate
 
---------- pingpongsam: turn 11 ----------
pingpongsam - plays Fortress
pingpongsam - draws Copper
pingpongsam - plays Cultist
pingpongsam - draws Bandit Camp, Bandit Camp
Drusilla - gains Ruined Village
pingpongsam - plays Bandit Camp
pingpongsam - draws Chapel
pingpongsam - gains Spoils
pingpongsam - plays Bandit Camp
pingpongsam - draws Silver
pingpongsam - gains Spoils
pingpongsam - plays 2 Silver, 1 Copper
pingpongsam - plays Spoils
pingpongsam - gains Province
pingpongsam - draws Spoils
pingpongsam - shuffles deck
pingpongsam - draws Fortress, Copper, Silver, Bandit Camp
 
---------- Drusilla: turn 12 ----------
Drusilla - plays 3 Copper
Drusilla - gains Silver
Drusilla - draws Gold, Scavenger, Copper, Province, Silver
 
---------- pingpongsam: turn 12 ----------
pingpongsam - plays Bandit Camp
pingpongsam - draws Spoils
pingpongsam - gains Spoils
pingpongsam - plays Fortress
pingpongsam - draws Silver
pingpongsam - plays 2 Silver, 1 Copper
pingpongsam - plays Spoils
pingpongsam - gains Province
pingpongsam - draws Province, Chapel, Spoils, Cultist, Bandit Camp
 
---------- Drusilla: turn 13 ----------
Drusilla - plays Scavenger
Drusilla - moves deck to discards
Drusilla - places Gold on top of deck
Drusilla - plays 1 Gold, 1 Copper, 1 Silver
Drusilla - gains Province
Drusilla - draws Gold
Drusilla - shuffles deck
Drusilla - draws Duchy, Gold, Province, Copper
 
---------- pingpongsam: turn 13 ----------
pingpongsam - plays Bandit Camp
pingpongsam - draws Province
pingpongsam - gains Spoils
pingpongsam - plays Cultist
pingpongsam - shuffles deck
pingpongsam - draws Silver, Bandit Camp
Drusilla - gains Ruined Market
pingpongsam - plays Bandit Camp
pingpongsam - draws Spoils
pingpongsam - gains Spoils
pingpongsam - plays 1 Silver
pingpongsam - plays Spoils
pingpongsam - plays Spoils
pingpongsam - gains Province
pingpongsam - draws Province, Spoils, Spoils, Silver, Copper
 
---------- Drusilla: turn 14 ----------
Drusilla - plays 2 Gold, 1 Copper
Drusilla - gains Duchy
Drusilla - draws Gold, Scavenger, Overgrown Estate, Copper, Silver
 
---------- pingpongsam: turn 14 ----------
pingpongsam - plays 1 Silver, 1 Copper
pingpongsam - plays Spoils
pingpongsam - plays Spoils
pingpongsam - gains Province
pingpongsam - draws Fortress
pingpongsam - shuffles deck
pingpongsam - draws Province, Chapel, Province, Bandit Camp
 
------------ Game Over ------------
pingpongsam - cards: 2 Bandit Camp, 1 Fortress, 1 Chapel, 1 Cultist, 2 Silver, 1 Spoils, 1 Copper, 5 Province
pingpongsam - total victory points: 30
pingpongsam - turns: 14
 
Drusilla - cards: 2 Scavenger, 1 Ruined Market, 1 Ruined Village, 7 Copper, 5 Gold, 3 Silver, 3 Province, 2 Overgrown Estate, 2 Duchy
Drusilla - total victory points: 24
Drusilla - turns: 14
 
1st place: pingpongsam
2nd place: Drusilla

11
Game Reports / Anti-Ambassador Counter Lemonade Stand
« on: August 31, 2012, 11:11:39 am »
I love me some ambassador games but in this one I made the early decision to use the available tools to turn lemons into lemonade. I threw Saboteur in there for fun because you guys seem to think it is worthless when it is quite fun in the right setting.

In this game Ambassador should throw the following lemons: Coppers and Estates

Our lemonade stand came equipped with Gardens, Mine and Baron which should make nice work of the lemons. This game with additional actions would have required me to play Ambassador ping pong but with the set as it is I was looking forward to a tall glass of refreshing lemonade.

http://dominion.isotropic.org/gamelog/201208/31/game-20120831-080716-8d35da1f.html

12
Dominion General Discussion / Dominion Base and Expansion Card Counts
« on: August 07, 2012, 02:17:18 pm »
I'm about to buy all the remaining expansions and I want to sleeve them all and thus order the appropriate number of sleeves with the games.

Where I might I find a single source that tells me the card counts for each boxed set?

13
Other Games / Grave Robbers from Outer Space
« on: July 20, 2012, 10:20:30 am »
My wife brought home the base version of this card game.

We played through it a couple times and I formed a few opinions. It certainly seems it would be much better suited for 4-6 players instead of just 2. There are several reasons for this but I'm supposing most people haven't played the game so I'll stay silent on that until I hear otherwise.

Balance is kind of hokey for a hokey game. It's mostly about draw luck although some strategy comes into play. The base game definitely needs the expansions which there are plenty. The biggest problem we ran into was that the numbers of characters seemed too limited. When one or both players has zero characters more than once every game there is something amiss. More props seem acceptable although the balance may be such that defense strength becomes too high although many of the SFX cards ignore these stats entirely.

Just curious if anyone else had played the game and their thoughts...

14
Game Reports / Big Money - Venture
« on: July 19, 2012, 03:25:37 pm »
http://dominion.isotropic.org/gamelog/201207/19/game-20120719-122333-d7540578.html

Log speaks for itself. Probably would not have tried this if I had not started 5/2.

15
Rules Questions / Remaking, Developing and Farmlanding Potion Cards
« on: June 26, 2012, 08:52:10 am »
I know in games on Isotropic I have been unpleasantly surprised when trashing certain potion cards to discover no credit for the $3 spent on the card. It seemed the effect was intermittent so I decide to run a solitaire game with several trash for benefit cards and Familiar and Philosopher's Stone and Scrying Pool as a test.

What I discovered is that Bishop, Forge, Remodel and Apprentice all respect that the potion card cost $X and allows me to convert to any other card on the board relative to the cost of the trashed card in $. Trader and Salvager also treat the potion card as any other normally priced card in $.

Remake, Develop and Farmland however operate with the potion cost of the card and require there to be relevantly priced potion cards on the board in order to function as expected and will not convert to non potion cards.

Why do some trash for benefit cards respect the potion cost while others do not?

16
Game Reports / Sometimes Saboteur IS the deciding card
« on: June 21, 2012, 01:51:58 pm »
http://dominion.isotropic.org/gamelog/201206/21/game-20120621-102504-53288ed1.html

I'm not a rabid fan of Saboteur but I bet I play it more frequently than most. My effect with is considerably higher than my effect without although I am more likely to pass on the card than to take it because in general there are going to better cards on the board.

On a set with large draw and surplus actions and especially where my opponent is likely to have the same cards as myself Saboteur can really put a game into my favor. Of course, Saboteur is relatively luck dependent although there are only corner cases where I would defer playing one in my hand with a disposable action (Farmlands boards being an example) unlike say, Swindler.

Generally speaking if I am going to play Saboteur I am going to play double Saboteur and replace any that get shot down by an opponent's Saboteur. There are a few reasons for this. One is, in order for Saboteur to really be effective it has to be hitting key cards faster than the opponent can replace them which means slogging through silvers and whatnot. Also, if a board is truly conducive to playing Saboteur then it tends to provide high draw and surplus actions so I want to throw a Saboteur in nearly every hand if at all possible. Finally, the opponent more often than not responds to a good old sabotage with his own so having more agents than him makes sure I don't get behind in the game of sabotage.

Nothing feels better in the game of sabotage than wiping out the opponents only Saboteur with your own. Second to this feeling is hitting his VP cards late game. And the next best feeling is striking a card he just bought out of supply; bonus points if it is an alternative attack card such as Mountebank as is in this example game. It's also quite the treat when the opponent's Saboteur hits a card you'd rather have trashed anyhow (such as my Moneylender after getting the needed use out of it in this game). What I'm saying is Saboteur can be a very gratifying card to play with in the right set.

Saboteur gets a bad rap because it does need a fairly narrow board to be the go to card. There are often better attacks available or better strategies in general than relying on decimating the opponent's deck. It really should only be considered in cases where there are no good means of disposing of extra actions and also when the lack of +buy means you are not seeking extra treasure in the hand. A good Saboteur game should find a winning deck's worth of cards in the trash pile, if you cannot with certainly achieve this end then do not approach Saboteur. Rarely is Saboteur going to be the card that you absolutely must buy or die. In the large majority of cases Saboteur is a deck enhancer not a crucial element of the board. However, I do believe this narrow utility has led many to forgo Saboteur altogether when it could have truly swayed the outcome of a given game.

Edit to add: Occasionally Saboteur can be an intermediate card in a game where he can be trashed for benefit courtesy of a higher priced card. In these situations the goal is to use Saboteur to slow the opponent's early engine building and then move on to your own strategy leveraging the $5 cost towards a nicer card such as Expand, Forge, Gold, Platinum, etc. The necessity of the long term high draw/surplus actions is diminished in this type of play.

17
http://dominion.isotropic.org/gamelog/201206/18/game-20120618-075843-f4f16807.html

I've never been really good at Ambassador Ping Pong because it tends to really mess with my idea of what is in my deck and I also tend to get sidetracked on other actions while my opponent continues to pollute my deck while thinning his. In this game I found a pretty magical track by matching the double Ambassador strategy while accumulating enough Mining Villages to not only keep my Ambassadors moving (thereby thinning my deck) but also to cash out for the Governor first.

I had successfully thinned my deck to the point that I could simply make gold and remodel to provinces using my Bishop to keep the deck thin enough to keep it moving on every turn. I honestly think I played this game perfectly although I believe my opponent may have gotten some tough shuffles. I'm not entirely certain where he was going with the Horn of Plenties he kept picking up.

Anyhow, I'm pretty stoked about my use of Double Amb and the seamless transition to Governor Gold Remodeling. I'm not one to typically showboat but I felt this play was good enough for review especially in light of using it to better someone ranked nearly twice as high as myself.

18
Solo Challenges / My 1st Challenge: End Game Maverick
« on: June 14, 2012, 04:14:26 pm »
The Rules:

You must use all available buys on every single turn.

You must buy all piles down to 1 card remaining in each pile prior to end-game condition (including curses).

You must end the game by a 3 pile exhaustion no less.

You have a maximum of 40 turns.

You may use any kingdom cards you choose except alternate VP kingdom cards (Nobles, Silk Road, Gardens, Vineyards, Duke, etc.) although VP token cards are allowed (Goons, Bishop, Monument, etc.)

Colony is a required VP card.

Highest final score wins.

19
Rules Questions / Noble Brigand vs Lighthouse
« on: June 07, 2012, 08:13:13 am »
Apologies if this topic has already been covered...

See this gamelog: http://councilroom.com/game?game_id=game-20120606-163522-1e6ebf3b.html

On 21 Weeks' Turn 9 he begins the turn by playing a Lighthouse.

On my Turn 10 I buy a Noble Brigand which manages to trash and collect 21 Weeks' Gold. Now, I thought this was interesting but then...

On my Outpost Turn 10 I play the same NB from the reshuffle and 21 Weeks' Lighthouse makes him immune to the same attack.


Should Lighthouse protect on NB gain and play?

20
Other Games / Panic Station
« on: June 06, 2012, 12:36:17 pm »
Has anyone played Panic Station and, if so, what was your impression?

I ran across this game the day it released but only had time to read the rules and examine the pieces before I had to go.

It appeared to have high potential like Pandemic meets Paranoia. I don't have much time to play games and when I do find the time I'm pretty much only going to play engaging and relatively easy to learn games (like Dominion). As such, I'm interested to know if this game is in line with those criteria.

21
Feedback / Trouble posting attached images
« on: June 05, 2012, 02:13:20 pm »
Would like to attach an image to a post.

Clicks next to "attachments and other options"

Browses to location of desired image on local drive

Clicks preview/post.

Nothing.

What did I miss?

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