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Variants and Fan Cards / Engine pieces for colony games
« on: August 14, 2015, 11:22:17 am »
It was mentioned at the general Dominion forum that Colony games are relatively *more* dependent on treasures over pure engines, because of the importance of Platinum.

This is 2015, though. Who even buys gold anymore? I mean really. So, if you were to design an action card intended for use in Colony games, that would provide money and reduce the reliance on Platinum, how would you go about it?

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Hey, does anyone have the code to implement the penultimate province rule on rspeer's Dominate simulator? Thanks!

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Dominion Articles / Crosspost: "Dominion Academy" on /r/Dominion
« on: July 23, 2015, 03:02:20 pm »
https://www.reddit.com/r/dominion/comments/3e93o0/dominion_academy_episode_1/

This series just begun on the Dominion. The author posts the kingdom, and a series of questions to promote discussion. He ranks his discussion questions and hypotheticals ranked level 1, 2, or 3, with 1 having clear correct answers to help new players, and 3 where he admits his answer might be improved. I found it fun and stimulating.

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Innovation General Discussion / Let's talk specific situations
« on: March 22, 2013, 09:27:39 pm »
There should probably be a thread to discuss, "what would you do in this specific situation"? So, lets use this thread.

I had a tough choice today:
I have Mathematics and The Wheel on my board (as my only top cards). The 1 pile was depleted (mostly into our score piles), the 2 pile had 6 cards. Fermentation was either in the deck, or was the "2" achievement. I had Currency (age 2, one leaf) in my hand.
My choice: keep drawing with the wheel, to hopefully grab fermentation? Or start teching with Mathematics?


Things to consider:
There is a 1/7 chance fermentation is not in the deck
Icons: I had no leaves, but my opponent only had 1 or 2. (Most of them were in the various score piles.) I could control leaves once I got fermentation, but I would have to take meld actions to do so.
Math: I already had the 2 in hand, ready to go.

My decision: I went with Mathematics. Would others have done differently?

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This was a solo game.

Log:
http://innovation.isotropic.org/gamelog/201303/22/game-20130322-180131-a88cd3f3.html

See turn 17. I drew electricity (7, base) - that was now the only card in my hand.
The 6 pile was out of base cards, but still had Echoes cards.
I applied the dogma of industrialization, and drew several Age 7 (echoes) cards.

I would expect to draw Age 6 (echoes) cards when using industrialization. Is this a bug?

One possible explanation:
Isotropic first checked: "Are there any 6 cards? No? Okay, he gets upgraded to 7", and then checked: "is he drawing Echoes cards, or Base cards?"

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Other Games / New World Colony (iPad/iPhone)
« on: March 22, 2013, 04:38:25 pm »
I'm addicted to this game. It's somewhat like Settlers of Catan, with the following changes:

Big differences:
You steadily score victory points. First to X victory points wins.
You can spend victory points to capture territory form opponents
"Real-time" play, where all players act at once and turns advance every ~5-10 seconds (makes for frantic play, and a VERY different experience)

Other stats:
Online and local play
2-4 players
AI players (make for quick games)

$2 in App Store

7
Feedback / "Game Log" forum
« on: March 22, 2013, 04:31:08 pm »
In the innovation forum, there has been a large number of "game logs" getting posted. Do these deserve their own forum?

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Innovation Game Reports / Game report: Masonry - beaten to the punch!
« on: March 21, 2013, 12:46:38 am »
Log:
http://innovation.isotropic.org/gamelog/201303/20/game-20130320-214247-a5934c67.html
Turn 4 (both players) is the relevant part

My opponent melded masonry, then began drawing.
I spammed clothing for a long time. On turn 4, I played it twice, scoring 6 cards in total, and achieving "Monument".
Immediately afterwards, my opponent played monument, and melding 4 cards.
It took me a while to understand why it didn't mention him getting an achievement.

To talk strategy, I think this is a strong demonstration of why Masonry requires some form of an enabler.

Thanks for the game, Kurgan!

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Innovation Articles / Tutorial for the complete newbie (image-heavy)
« on: March 15, 2013, 09:40:28 pm »
Hi! I go by JoeThePirate on isotropic. I wrote a guide for new players who haven't read the rules.
You can find the rules here:
http://asmadigames.com/innovation/InnovationRulesWeb.pdf
but they're not necessary to understand this tutorial.

Let's get started!
Everyone draws two cards, and picks one of them to play first. For now, just pick one of them at random.



Both I and my fearsome foe, Captain Underpants, have picked our starting cards.



Now, on each turn, you take TWO actions. They can be any combination of the following:
-draw a card
-“meld” a card – that is, play a card from your hand to your in-play area
-“dogma” – that is, activate the ability of a card that is already in your in-play area
-score an achievement – don’t worry about this one yet.

For my first action, I will click on Sailing. Sailing is in my play area, so by clicking on it I activate its “dogma”.



 (At this point, I had to close out the game and finish the tutoral in a solo game. The rest of the pictures are from a completely different game)



To draw, click the "draw" button on the far left, near the bottom:



(By the way - if it ever looks like the right side of the picture is getting cut off, try maximizing your browser, or look for a horizontal scroll bar at the bottom of my post)







Now, for example sake, I’m going to click “Draw” again.







Q: How do I win?

Answer: the first player to reach the necessary number of achievements (6, in a 2-player game), wins the game.
(there are a few other, rarer ways to win – you can look those up in the rulebook. Check the top of the page for a PDF)

Q: Okay, how do I get achievements!

A: If you score 5 points, you can claim the “1” achievement. 10 points for the 2 achievement. Then it’s 15, 20, 25…











(To make things easier, when you mouse over a card on your board, "!" will appear if you have equal or less icons than your opponent. credit: teasel for pointing this one out)

How can you increase your icons? You can “Splay” your cards.
Some cards may say “Splay your green cards left”.
Imagine a pile of cards. You lightly nudge each card to the left. This would expose the rightmost part of each card. If you “splay left”, then the icons on the RIGHT light up and count towards your total.

…aaaaand, that wraps up the tutorial! I hope you found it helpful.

Other miscellaneous rules: (feel free to play a practice game before coming back and reading these)
-Points can be stolen, but achievements are forever.
-In order to claim achievement number n, one of your top cards also have to be at least n. (e.g. to claim achievement 5, you need 45 points and a "5" or higher on top on your board). credit: florrat
-When you choose your very first card at the beginning, whoever chose the card with the lowest alphabetical value goes first. That person only takes 1 action that turn.
-Some high-tech cards can win the game instantly for you (or your foe). If you’re way behind on achievements, you may be able to race to the top and win that way.
-If you try to draw a card of 11 or higher (for any reason), then the game instantly ends, and the player with the most *points* wins (regardless of achievements)
-If you share an action with your opponent (because he has the same or more of the relevant icon), then he MUST follow the action, unless the card says "you may". If you're clever, you can sometimes use this to your advantage, or at the least, use it to nab a free draw action.
-If you share an action, BUT this doesn't do anything for any opponent, then you don't get the free draw. credit: florrat
-"Tuck a card" basically means you meld a card, but place it at the bottom of the pile, instead of the top. If there are no cards of that color, you start a new pile as normal (so it's the same as melding in that case).
-"Return a card" places it back in the supply of cards, at the bottom of the appropriate pile.

I THINK that’s just about all the rules. If I missed anything, let me know.
The official rules also have rules clarifications on specific cards - they are mostly self-explanatory and are not included here.

3 seconds of strategy:
1) Try to get the first few achievements. It’s *probably* priority #1. Even if you plan to win by other means, it will stop your opponent from getting an early victory.
2) If you’re way behind, race for the top tech.
3) Some cards allow you to jump up tech levels. If you’re racing tech, look for those.
4) grey “castle” icons are strong early game, but can be a liability in the mid-game. (You’ll see what I mean).
5) Red industrial icons don’t appear until the midgame, and are powerful during that stage.

Last edited: 3/8/2013 - I realized I was missing an image, and clarified some text

10
Official rules:
Base set (PDF)
Echoes of the Past (PDF)
Figures in the Sand (PDF)
No Place Like Home (PDF)

Tutorial:
Link to a newbie tutorial (with lots of pictures)

Extras:
Echoes of The Past Errata: changes to set up and drawing rules
Complete base set cardlist, and official FAQ (PDF) (Requires a Board Game Geek account - free registration)
Complete cardlist for Base & Echoes of the Past, using images of cards as they appear on isotropic.
Innovation Isotripic Leaderboard

Dominion veterans may be asking:
What is Innovation?
This is not Dominion! It is a completely different game, but it is also a completely awesome game. Innovation is a card game made by Carl Chudyk, and published by Asmadi games, which does other cool games like “We Didn’t Playtest This At All.” If you want a physical copy, you can buy it on Amazon for less than $20. “innovation.isotropic.org” is a free online version.


Good luck, and enjoy yourself!


Thanks to SirPeebles, dondon151, and Thisisnotasmile for links and feedback
Mods - feel free to edit this post as appropriate

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