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Rules Questions / Did the Rules Change for Torturer?
« on: August 31, 2017, 01:18:43 am »
This is driving me crazy. I thought for sure that Torturer required your opponent to take a curse if they couldn't discard 2 cards (I think both isotopic and gokuworked that way). Did this change, and, if so, when? With the revised edition?

(Or, am I just wrong, and it never worked that way).

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Other Games / Resources for Pokemon TCG
« on: December 28, 2012, 01:29:55 pm »
I bought my kids some Pokemon decks for Christmas (they are 6 and 8 ), and, given that you fine folks seem to have a rash of pokemon infesting your signature blocks, thought you might be able to point me to some good websites for the game.  When I try googling it, I get a bunch of sketchy looking website stores and the like. 

Also, if anyone has any thoughts/pointers/tips/etc. for a newb, I'm all ears.

3
Goko Dominion Online / How do you use the redemption card in Dark Ages?
« on: December 25, 2012, 11:57:55 pm »
Has anyone successfully unlocked the Dark Age expansion using the card that comes in the physical box set?  I entered the code, hit redeem, and nothing happened.  The Dark Ages cards aren't included in new games, and the Adventure mode for Dark Ages sends me to the store.  I can't find the redeem option anymore to try and re-enter the code, and I'm not sure if I just need to go click something to turn the cards on.  Any help would be much appreciated.

4
Dominion General Discussion / Library should be named Bank
« on: February 27, 2012, 08:06:29 pm »
Is it just me, or is anyone else always annoyed that Library does a better job of drawing treasure than action cards?  I don't know how many times I've had a new player comment that the card should be named Bank instead. 

5
Goko Dominion Online / Official(?) Dominion App Available on iTunes
« on: January 22, 2012, 04:38:16 pm »
At least I think it's the official dominion app.  I just noticed it last night.  It's free and has all the cards from the base set.  You can play online (which I haven't done yet) or with up to 3 AI's, none of which are particularly good (and I can't find any settings to increase difficulty).

There are still a number of elements isotropic handles better (particularly differentiating money in your hand from money produced by actions), but I would assume we'll see upgrades as sets/cards are released.

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Dominion Isotropic / "You've Reconnected from another Browser Window"
« on: December 23, 2011, 03:02:30 pm »
I just installed Trend Micro anti-virus software on my computer and now isotropic isn't working (I keep getting the reconnected from another brower window message).  I've added isotropic to my safe website list, but that didn't fix the problem.  Anyone got any suggestions?  They'd be much appreciated.

7
Do I restart with no games, or will it remember my old games once I actually play a logged in game again?

8
Don't get me wrong, I love me some Isotropic, and appreciate that it exists and works so well.

But...I'd really like to be able to play a version with a more robust interface and some official art.  I know there were some threads on BGG about a Dominion app being in the works, but is there any update on when we might see something like that?  I love Dominion enough that I would be more than willing to pay a premium price ($20+) for the ability to play it in a format like that...

9
Game Reports / It's not pretty, but it's a win
« on: June 30, 2011, 09:13:15 pm »
Just got done with the ugliest, worst game of Domion I've ever played.  The only reason I won was because my opponent was greener than the day is long. 

The board had chapel, potion, grand market, and familiar.  I, stupidly, thought "Cool, if I open potion/chapel, I can trash my estates, get my potion, and burn through the curse pile all while trimming my deck down to $6 non-coppers, and buying Grand Markets."

To pour gasoline on the wildfire of my stupidity, I chapeled my first hand - 4 coppers.  For those playing along at home and not terrible at the game, this meant I needed to do some major chappeling or get a really lucky draw.  All my opponent had to do was buy a familiar and I'd be really hosed.

Meanwhile, said opponent, bought islands and stewards, eventually getting up to grand markets, while I had two turns where I did nothing (potion, 2 copper, 2 estate - same hand, twice in a row on either side of the shuffle) and finally bought my familiar on turn 6 or 7.

I start pumping his deck full of curses, build up some silver, and go for Grand Markets.  My opponent uses steward to trash the curses, and uses his buys to get additional grand markets and islands rather than provinces (he generated $8+ a turn for several turns and didn't bother to buy one).  He buys out the grand markets, and passes the turn with 2 islands still out.  I generate $12 (the most my deck can generate), buy the islands and 2 estates.

Final score: 6-4.

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Dominion General Discussion / Dominion: Awesome Mechanics; Meh Flavor
« on: June 19, 2011, 11:12:30 pm »
 
Don't get me wrong - I love playing dominion.  It's a great game.  But, I've never really grokked the flavor that much, and more or less play it in spite of, rather than because of, the match between the general theme of the game and the cards.
 
I think this is a problem at the macro and micro level.  At the macro level, the fantasy-esque setting is plan, vanilla, and boring.  I can see how having a more distinct fantasy feeling might have made been as much a liability as an asset given that it could easily narrow the appeal of the game.  But, at the same time, using a fantasy motiff itself seems limiting.  Dominion doesn't really bring anything new to its fantasy elements, and they strike me as an afterthought, added in more to appeal to the typical board game players (which, to be fair, is probably the anticipated audience) than strongly incorporated into the mechanics themselves.  In particular, I find that the fantasy flavor inhibits teaching the game to non-gamer geeks.  Dominion is a game that I have gotten many non-gamer geek friends to play/like, but I always have to convince them that the underlying game and its mechanics justifies them trying a game in a genre that is often overplayed.  I wish it had a more abstract and/or non-fantasy flavor that highlighted its clever mechanics.
 
At the micro level, there are the cards.  There are some themes that are obvious/easy to perceive (villages being the obvious...but then there's University and Festival).  Here are some cards that I just don't get:
 
Baron: Nobles is a victory card; Duke is a victory card; why not Baron?
 
Library:  Library lets you set aside action cards, which often leaves you with a handful of victory cards and coins.  Why does a library get you those?  Shouldn't it get you actions?  My guess with this particular card is that it originally did get you only actions, but was probably overpowered in that version.
 
Chapel:  What does trashing cards have to do with chapels?  Is there a theme with religious figures/buildings/rooms and trashing (e.g., bishop)?  Why? 
 
Those a few off the top of my head, but I know there are others that come up (are all attacks themed as people?  What is the mechanical difference between a card representing a person and one representing a building?  Why only use verbs on the trash for a new card effects (remodel, upgrade, etc.)
 
Of course, I'd be remiss if I didn't point to some cards where I think the function and flavor are a terrific match.  Forge feels like it is forging together multiple cards into something new.  Caravans give the sense of stringing together wagons to bring you resources.  Thief is obviously intuitive; moat's defensive ability fits its flavor perfectly, but why does it draw cards?
 
What do y'all think?  Do you like the flavor?  Dislike it?  Are indifferent to it because the mechanics are so awesome?

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