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Topics - GendoIkari

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Puzzles and Challenges / Repeat Teacher
« on: January 03, 2019, 02:21:27 pm »
It's the start of your turn. You have no bonus tokens on any piles. No Teacher on the Tavern Mat. You have 1 Teacher in your hand; the others are all still in the Teacher pile.

Call Teacher 4 times this turn, to get all 4 bonus tokens on piles.

Dominion General Discussion / Pirate Ship + Capitalism
« on: November 08, 2018, 02:15:16 pm »
We have a whole thread for Capitalism combos, but I'm especially interested in this one... my instinct says that this will be dominating in most games with both of these cards. First off because playing multiple Pirate Ships without needing village support is good. But especially because you can trash your opponent's Pirate Ships with yours. As well as any other virtual coin they have... and Virtual Coin is generally strongest in Pirate Ship games.

So it seems like these games will play out a lot like Knights... except that you don't lose your Pirate Ships when they hit other Pirate Ships! So one player will always have at least one remaining at the end. Will these games just be a race to get the most Pirate Ships, and then hope that you hit your opponent's Pirate Ships more than they hit yours?

There's still some interesting questions of when do you buy Capitalism... probably with your very first , but could it be better to wait until Pirate Ships are gone?

Rules Questions / Wine Merchant and Pageant
« on: November 07, 2018, 11:31:57 pm »
Pretty sure I know this just from the wording, but...

If you have exactly left at the end of your buy phase, with Pageant, you can both discard Wine Merchant and also get a Coffer, right?

Dominion General Discussion / Het Koninkrijk Dominion
« on: November 02, 2018, 04:49:38 pm »
I just randomly came across this item on BGG. From what I can tell, it's Dutch. I've seen discussion about Dutch Dominion around here, but no mention of this product (except in one thread that's written all in Dutch).

So... what exactly is this? It says it's an "introductory" version of Dominion; with only 16 different cards and 8 copies of each.

I'm curious about this. Which cards does it come with? Are there any rules changes; other than supplies having 8 copies instead of 10? Does it play 3-4 players? Why does this exist? Regular based Dominion is plenty simple enough; and if you want a simple-as-possible experience, you can choose simpler cards to use; choose not to use Witch or Moat if you don't want Curses and reactions.

I'm guessing that it doesn't contain Band of Misfits or Possession.  ;D

Dominion Online at Shuffle iT / Where to find logs?
« on: October 23, 2018, 05:22:01 pm »
How can I get a game log from a game ID? People post game IDs all the time, but I dunno what that means.

Other Games / The Mind
« on: September 25, 2018, 06:11:48 pm »
Complaining about games where there's no defining rule on whose turn it is to act reminded me of a game I learned last week, The Mind.

The Mind is completely about having no rule on when you can act; and I love it.

From the people who made The Game; basically everyone has a hand of cards, from a deck of cards numbered 1-100. The object is to play all cards from all hands in order, from lowest to highest, without any communication at all.

So when you think you have the next-lowest card, you play it. The whole game becomes about getting a feel for if you have waited long enough that you can be pretty sure that if a partner had a lower card, they would have played it by now. It's a lot of fun.

Reminds me of the really neat blue eyes / brown eyes island logic problem; where suddenly after 50 days every brown-eyed person will leave the island, because each brown-eyed person can deduce that if they had blue eyes instead, then the 49 brown-eyed people that they can see would have left on the 49th day.

General Discussion / BGG.con 2018
« on: March 06, 2018, 11:27:14 am »
Registration was yesterday; going for 6th year in a row!

Amazingly, it's still not fully sold out. The last couple years sold out in less than an hour. So if you're thinking of going, go register now!

Dominion General Discussion / Right way to play when you canít win?
« on: January 28, 2018, 11:50:20 pm »
So I just played an IRL 4 player game of all Nocturne cards. The Kingdom was:

Pooka, Werewolf, Guardian, Skulk, Blessed Village, Cursed Village, Druid, Necromancer, Cobbler, Tormentor.

The other players were someone who plays a lot but not online / competitively; someone who played a good bit I think, but didnít know anything about Nocturne; someone who had played a few games of Dominion before but needed reminding of even the basic rules; and myself.

Anyway, I got off to a slow start; having got a $3 and a $3 because of Cursed Gold, instead of a $4. Eventually got 2 Pookas and was able to trash down. Lots of Hexes flying around. I was starting to put together a pretty good engine with both Village types; Werewolfs, a Druid, 2 Guardians for 1 per turn, a Necromancer, and a couple Skulks.

The problem was, by the time I was really doing anything good, 2 of the other players had bought several Provinces and started on Duchies, with the third having some as well. There were 4 left when I got my thing to be reliable, and even then it wasnít fully reliable. So buying a Province was just bad for me, but I also had a really strong deck in terms of Hexing... and with my opponents having not trashed down; they couldnít do much of anything.

So we went around like this for several rounds... they would buy low-level VP when they could; I would hex them a bunch if they hadnít gotten a Guardian out, and I had no actual chance of winning at all. So... what should I have done? Although it was fun, I felt bad about the way I was playing... basically dragging the game on a bunch by just slowing them all down a whole bunch without actually increasing my chances of winning. Should I have just started buying Provinces even though it would eventually help end the game with my own loss? The game ended up taking a really long time, and most of it was due to me.

Rules Questions / Crown-Crown-Horn of Plenty-Villa
« on: December 17, 2017, 02:41:52 pm »
I'm almost sure this was already answered, but I can't find the thread.

What happens if you play a Crown A during your buy phase, choosing to play Crown B twice, choosing Horn of Plenty for the first time; choosing to gain a Villa with it?

So you play Horn of Plenty a second time now; but are you already back in your action phase now? So when you play Crown B for the second time, you now choose an action to play twice? Or, has Crown B already locked into the idea that it's being played during your buy phase?

Feedback / The FAQ board
« on: November 30, 2017, 10:52:20 am »
So I was wondering... what's the actual purpose of the Dominion FAQ subforum? Looking through the existing threads, it seems like most of them would properly belong in the Rules Questions subforum. A few other threads, like the currently active "Maximum Possible VP?", are actually asking questions that get frequently asked... but even so the thread really would make perfect sense in Dominion General Discussion. Or also possibly in Puzzles and Challenges.

When I think of a FAQ, I think of a fixed list of Questions and Answers, designed to give new users a place to look before posting a thread asking a question that they have. For it to work that way, it would have to be a board that only a few people like moderators can post in / edit.

Anyway, just some thoughts, because the way it is currently set up makes it a bit confusing to know what sort of content to expect when going to that subforum.

Other Games / Gendo's BGG.CON 2017 list
« on: November 20, 2017, 03:29:37 pm »
So here's everything I played this week. Some of them multiple times.

  • Dicht dran - No English publishing; it's a light quick card game kind of like 6 nimmt but with a more interesting risk management aspect.
  • Kingdomino - Great light game with some interesting strategy.
  • Merlin - Feld's newest game, co-designed with Michael Rieneck. It's lighter than most Feld, but still deep enough. Still point salad like. On my wish list.
  • T.I.M.E Stories, Under the Mask - Different feel that the base game. More about mystery and figuring out who's who than direct puzzles and cryptic clues to decipher. At least for most of it. Sadly I didn't get to finish it; we decided after 2 runs to come back and finish the next day... and then the next day became the day after that until there was more more chance to get to it. Now I need to figure out what I want to do with it; if I just play it again from the beginning some time, or try to finish where I left off (by myself; it would have to be).
  • Time's Up! - One of the few party games I'll play. It has a neat aspect of re-using previous clues and remembering what options are still out there.
  • Code Names - You all know this one.
  • The Oracle of Delphi - Feld's game from last year; no victory points at all! Still as good as I remember it; hopefully I'll get it soon.
  • The Castles of Burgundy; The Dice Game - New light spinoff of Castles. A lot simpler than last year's Castles The Card Game. It was ok, but probably too Yahtzee-like.
  • Temporum - I was glad/surprised to find out that they DID have the expansion; even though it wasn't listed. Just thought this once, but both people loved it and one ordered a copy right away. Played 2 games.
  • Tem-Purr-A - I reluctantly agreed to play this with my friends; I figured it would be just another Exploding Kittens or what-not. Something that obviously only exists because someone thought the theme would be funny/cute. Well it was an amazing surprise hit! It's like No Thanks! and Fuji Flush; with a press-your-luck element. Played it several times. It clearly has flaws, but it was a lot of fun every game. Bought it for $10.
  • Dominion; Nocturne - See other thread.
  • Photosynthesis - One of the most popular games there. Each player is a difference species of tree, fighting for limited sunlight to take over the forest. It was... ok. It actually really seemed like something that should have just been included in Pyramid Arcade (Icehouse pieces). Most of the components were basically just really pretty pyramids. The game needed something to prevent the exponential explosion of a player who gets an early lead; as well as a complete shutdown for a player who makes an early mistake.
  • Majesty for the Realm - Another pretty light game; it's like the set collection of Machi Koro without the random luck of the dice. Really good.
  • Russian Railroads - Sadly without German Railroads. Still my favorite worker placement game I think.
  • Who Should We Eat? - This is a game that clearly only exists because of the theme. It has an interesting idea where players can choose to work together, or betray one another and make it a versus game. The problem is that the balancing seems to make it so that you can't possibly win without killing each other. It was just frustrating mostly.
  • Queendomino - New follow up to Kingdomino. It adds a lot of new strategy / depth. Seems like it could have been just an expansion to Kingdomino; but I don't know how I would have felt about an expansion to a really light game that makes it that much deeper. You can combine the sets for more players; didn't try that.
  • The Castles of Burgundy - Classic Feld. Game took way too long due to most players being overly analytical (myself included), but it was a great close game.
  • Exit; The Pharaoh's Tomb - This was amazing. It's an escape-the-room puzzle in a box. Designed for one-time use; you pay $12 or so for a couple hours of entertainment for 4 or so people. I was really impressed with the types of puzzles they came up with. We were able to solve all but the first and the last one without any hints. A few puzzles felt too easy, but the game as a whole did not. I plan to get a few more of the sets. They have 6 now; more coming next year. A friend said he liked Unlock! even more, so I'll have to try that.
  • Sheriff of Nottingham - Meh, not for me. Very basic bluffing game. Just B.S. with a couple extra components.
  • Amerigo - Finally learned this! One of the only games I've ever bought without playing first; I can finally play my copy. A pretty simple Feld game that uses an awesome cube tower. It was good.
  • Lovecraft Letter - Another game that literally only exists because of the theme. It actually does add a fair amount to Love Letter though. But I think I prefer the more simple version for a game like Love Letter.
  • Pix - Like Pictionary, but with magnetic pixel art. It's good for a party game.
  • Tokaido - Simple set collection game; played it before. I'll play it again, but not in a hurry to buy it.
  • Ice Cool - Dexterity game where you flick little penguins around a house. Not much else to say about that.
  • Tichu - Always good. Also played Suicide Teacher, a variant where both teams must make a Tichu call every hand! If your partner has already played and didn't call, you automatically call. It's not as stupid as it sounds actually. It adds a lot of interesting decisions with forcing you to get better at evaluating your hand. Because now, even if you don't have a Tichu hand, you need to call if you think your hand is better than your partner's hand. Obviously, it would take longer to play to 1000 with this rule.
  • Johann Sebastian Joust - This counts as a board game, right? Well, it gets played at every board game con I go to. It's amazing. If you don't know, it's a PS3/PS4 game that uses the motion controllers. If your controller moves too much, you're out. The faster the music is playing, the faster you are allowed to move without getting out. That's it. Everything else is just doing whatever it takes to force other players out without getting out yourself. Played this for 2 hours; great exercise. Also, if you think "oh, I've seen people play that before"... you probably haven't seen it played the way some people were playing it... with the players literally giving other players piggy back rides to simulate being on a horse.

Dominion: Nocturne Previews / I played Nocturne
« on: November 19, 2017, 11:27:54 pm »
Darn online version making it so that me getting to play Nocturne at bgg.con is much less of a big deal!

The game was so new that it wasn't available in the library until part of the way through the con. I was really glad to see that they got a copy.

Anyway, so I played a three player game with a couple friends who don't play very much Dominion at all. Using all Nocturne cards so that I could see as much new stuff as possible. Our Kingdom:

I opened Monastery and Necromancer to trash early. Eventually, built a fun thing that used Necromancer to play Tragic Hero from the Trash, giving +3 cards, +1 buy, gain a Gold every turn. With the help of 2 Ghost Towns each turn to make sure I could play everything. I also had a Bard and a Conclave in there somewhere. And a Shepherd once I had several Provinces. It was a pretty reliable Province + something every turn engine.

Got some help from an opponent who played a lot of Sacred Groves. One guy bought a Vampire but it only got used once.

Both players just resigned after it was clear I was simply buying a Province every turn; the game was no longer fun for them.

So what I learned....

- Even though I knew nothing about any individual card's strength; being a good Dominion player still carried a lot of weight in being good at Nocturne.

- Monastery seems really good. I don't think I ever trashed 2 cards in a turn with it, but the fact that it's non-terminal, and can trash Coppers from play, is super nice.

- This is obvious, but in a reliable engine, 2 Ghost Towns are a Hireling that also gives an extra action each turn. That's really good.

- Boons are good. You want them.

- Necromancer is great with one-shots. Unless they say "if".

Game Reports / Black Market is ridiculous
« on: August 11, 2017, 01:52:56 am »
Just played an IRL 3 person game. The Kingdom:

And out of that, out of a Kingdom of only terminal actions, I built an Apprentice-Fortress-Tactician-Hamlet-Bridge-Conspirator-Menagerie engine.

My opponents got a Sea Hag and Mountebank (one each) from Black Market, but they didn't do much. Partially because the first play of one opponent's Sea Hag discarded the other opponent's Mountebank.  ;D

Twice I managed to do Apprentice-Fortress. Only once did I manage to use Black Market + Tactician to play a bunch of treasure and then play Tactician.

I wonder how competitive Courtyard+BM would have been here, but that's boring.

Dominion General Discussion / The bad luck thread
« on: July 24, 2017, 08:44:07 am »
We have interesting moments, uninteresting moments, semi-interesting moments... but I don't see a thread for just complaining about bad luck.

Anyway, I had this come up yesterday in a IRL 2 player game:

I opened Silver/Potion so I could get a jump on Scrying Pool. My opponent opened Silver/Monument. Turn 3 was and no , so I bought a Monument. Turn 4... and no . Knowing my Potion had missed the reshuffle, I bought a second Potion.

Turn 5... Potion, Potion, Copper, Shelter, Shelter.

Although my opponent (who had only played fewer than a dozen games of Dominion before) played great with buying up most of the Cities and Monuments; I managed to pull off a win with Scrying Pools anyway.

Other Games / A Link to the Past Randomizer
« on: July 04, 2017, 02:56:55 am »
So when I'm unable to play Breath of the Wild because my wife is busy, I've found a new Zelda game to occupy my time... A Link to the Past Randomizer. This is a rom hack (actually a web-based software that hacks a rom you provide it) that randomizes the locations of all 200-some items that you get in the game from chests, bosses, NPCs, and things just sitting there in secret caves and such.

So while you normally start in your house and open a chest to get the lantern immediately, that chest could have anything, such as a Hookshot, Moon Pearl, or most likely just some rupees (nearly a quarter of all chest items in the game are just rupees).

So basically you have a lot of the skill and fun of regular Zelda 3, combined with a lot more puzzle solving, feeling a lot like an escape-the-room puzzle. You have to know where you can go without any items to check chests; then once you get something like the hammer, you have to know what new locations that opened up for you to check. Ultimately you need to  get all 7 crystals to get in Gannon's tower and beat the game like normal.

The programming uses logic to ensure that it will never be impossible to beat the game (the hammer can't be in a chest that requires the hammer to get to).

If you're a fan of A Link to the Past, I highly recommend it. I've played through about 8 times now. My best time is 3:01. Speed runners who play the game in race formats competitively take about 1:30.

Website for the game.

Dominion General Discussion / Peddler-type cards, part 2
« on: May 05, 2017, 01:56:13 pm »
So many years ago I made a post to list/discuss the Peddler-variants that existed. Well there are more now, so I'm doing this again:

  • Oasis: , with the drawback of discarding a card.
  • Market: , with a +buy.
  • Highway: , with the benefit of being worth more when you buy more. Also benefit for things like Remodel/Ironworks/etc.
  • Treasury: , with the benefit of putting back on top of your deck if you didn't buy a victory card.
  • Peddler: Variable cost, usually purchased for less than . Extra benefit for trash-for-benefits.
  • Tournament: , you only get the full benefit sometimes (every time early in the game). Also benefit of gaining prizes.
  • Bazaar (Thanks rinkworks): , gives an extra action also.
  • Poacher: , the closest thing we'll see to the Peddler, and the card that means we won't ever see a Peddler. Minor drawback in some games, sometimes no drawback at all. In some games the drawback could hurt a bunch.
  • Artificer: , added benefit of optionally discarding cards to gain another card. Like a weaker Secret Chamber tacked on?
  • Junk Dealer: , you get to (have to) trash a card from your hand when you play it. Doesn't feel like a Peddler because it plays much more like a cantrip trasher with a coin tacked on than a cantrip coin with trashing tacked on. But still clearly fits the formula.
  • Baker: , benefit of getting a coin token instead of a coin, which ranges from a little better to much better.
  • Emporium: , is often worth 2 when you gain it, but you have to clear out the top half of the pile before you can gain them.
  • Settlers: , with the drawback that it only works when you have a Copper in your discard pile. Big drawback if you can trash your Coppers.
  • Merchant: , drawback of only working if you play a Silver that turn.
  • Caravan Guard: , drawback of being a Duration, unless you use its reaction, in which case it's a normal Peddler.
  • Chariot Race: , only works if the card you draw is more expensive than your left-hand opponent's top card. But when it works, it's also a .
  • Ironmonger: , only a Peddler when your top card is a treasure. But always gives you something, and it's even better than a Peddler when your top card is a treasure you don't want, like a Copper.

Honorable mentions (these were in my original list, but I agree with those who said that they didn't really feel like Peddler variants):
  • City: , only level 3 Cities give you that full benefit, and they give you much more, too.
  • Grand Market: , gives an extra buy and an extra coin; cost is more than 6 in terms of ease of purchase.
  • Conspirator (Thanks rinkworks): , only gives the full bonus after 2 other actions, but the bonus gives an extra coin.
  • Mystic: , if Conspirator is an honorable mention, so is this. When it works, it's an activated Conspirator. Otherwise, it's just a Silver.
  • Venture: , has a virtual +1 action as a result of being a treasure, and its +1 card is always a treasure.

And interesting to note that with Adventures tokens, there's a whole bunch of cards that you can turn into Peddler+ cards; just add the + token to any cantrip, or add the +1 card token to cards like Lighthouse.

So 10 new ones (and 2 honorable mentions) since last time! That's a lot... only 7 of them throughout the first 7 sets, and now 10 new ones from just 4 new sets (and second edition sets).

Other Games / Breath of the Wild
« on: April 20, 2017, 11:17:33 am »
Ok, so there's a Switch thread where this game has been discussed a little bit, but this really needs it's own thread. I know several people here are playing this, so let's discuss it! Please use spoiler tags for spoilers; preferably with a non-spoilered note that lets people know if that spoiler is safe for them or not.

I'll start by saying I'm really blown away by this game. I'm a big fan of all Zelda games; and I had some reservations when I heard about the open-world nature of this game. I like to "100%" Zelda games, so I was worried that this game wouldn't allow that, and would be more about playing as much as you wanted until you had enough. But that doesn't seem to be the case; there's at least a few different ways in which you can consider the game to be "100%" done eventually.

But everything from the game play to the story; it's just so fantastic. Every time I play, it's so hard to put it down for the night. There's always just one more thing I want to do before quitting. I find myself spending the days thinking about what I'm going to get to do that night when I play next.

So my own progress... some minor post-Hateno but before-any-dungeon spoilers:

I recovered my first memory, and just love the way the story is playing out. Slowly learning about the past the way you do is probably the best storytelling that's been in a Zelda game so far. And the fact that you can (presumably) get these memories in any order, says a lot about the nature of the storytelling. Started taking pictures of everything I can find; I love filling out the compendium. Though I do really wish there was a way to add a picture to the compendium without saving the photo in the album... periodically having to go through and delete all your useless photos, while avoiding accidentally deleting the ancient photos, is annoying.   But still spending more time just exploring than furthering the actual game. I love going to just random areas just to see what I find. Get so excited when I spot a new shrine, or activate a new tower.

Negatives.... hardly any. As mentioned before, the Wii U has a very annoying thing where the gamepad screen flashes the whole time; we literally had to cover it with post-it notes to stop the annoyance. And if you play with the pro-controller for increased comfort, you lose the motion controls. It annoys me that they would have made both the Wii U and Switch pro controllers compatible with both;  so it would just be "pro-controller" and "pro-controller+ with motion controls". Why do they need to be non-compatible??

Um, I don't like that outside chests respawn. Clearing all enemy camps could have been a fun 100% challenge. Then again, with the limited nature of weapons; they had to make sure that you couldn't end up in a theoretical state of weapons all being gone.

Not a fan of having to choose between hearts and stamina with each upgrade. Also related to my "completionist" nature; I want to get all the upgrades; not have to choose between them.

But hey, those are all minor complaints compared to the positives.

Other Games / Fabled Fruit
« on: April 04, 2017, 02:38:41 pm »
Has anyone played this? It's a really neat game that takes the concepts of Pandemic/Risk Legacy, but simplifies it down a bunch, and doesn't cause permanent changes to the set.

Basically, it's a super-simple set-collection / worker placement game, where you start out with 4 each of 6 different cards available. When someone "purchases" a card (which is the game winning condition, to be the first to purchase a certain number of cards), it is replaced by the next card from the "legacy" deck.

So you start out playing with cards #1-6. Each time you play, you are playing with higher and higher numbers, up to #60 (I think). And, the further you go into the deck, you get new and more complex mechanics. The actual rules of the game never change, but the new cards provide their own new rules.

So it's kind of like playing a bunch of Dominion games, where you start with the recommended first game set from the base game; and then every time you play, you replace a few older cards with newer cards from later sets; until eventually you are playing a complex game of Adventures and Empires.

I've played a few games; but haven't done a "full campaign".

Dominion Online at Shuffle iT / Tutorial?
« on: March 13, 2017, 02:54:00 pm »
I just noticed that there doesn't seem to be a tutorial. Is this something that's planned / in the works? Seems like an important feature for trying to get new players.

I generally look through the Secret Histories, but not necessarily read them carefully. Well I was just randomly looking through the secret history of second edition cards, and came across what is probably the greatest Donald X joke I've seen on this forum. Under the entry for Tribute:

I'll say it for everyone: it wasn't the greatest card in the world; it was just Tribute.

 ;D ;D ;D

Dominion Online at Shuffle iT / Kingdom randomization
« on: February 18, 2017, 10:32:00 pm »
Has anyone else noticed the Kingdoms seem very un-random? I own just base and prosperity for now (Prosperity was copied from Goko). I play a lot of 1 on 1 against the bot. When I don't like a Kingdom, I'll resign immediately and then click "ready" to start a new game. Well I just did that several dozen times, and noticed a few things that I can't believe are just coincidence....

- The games were heavily biased towards base instead of Prosperity. I never saw a Kingdom with more than 2 Prosperity cards on any board, when it should be about half and half on average.

- Certain cards repeatedly showed up. To make sure it wasn't just in my head, I just recorded the last 8 Kingdoms I got... well, I recorded the occurrence of 5 particular cards that I noticed a lot. Here's part of the last 8 Kingdoms:

1. Chapel, Village, Smithy, Festival, Witch
2. Chapel, Village, Festival, Witch
3. Chapel, Festival, Witch
4. Chapel, Smithy, Festival, Witch
5. Chapel, Smithy, Festival, Witch
6. Chapel, Smithy, Festival, Witch
7. Village, Festival, Witch
8. Chapel, Village, Smithy, Festival, Witch

As you can see, 7/8 Kingdoms had Chapel, 8/8 had Witch and Festival, 5/8 had Smithy, and 3/8 had Village. And this pattern had existed long before I started recording those 8 Kingdoms.

Has anyone seen anything like this?

General Discussion / Go pats!!!!!!
« on: February 05, 2017, 11:44:01 pm »
Boston forever!!!!!!


Other Games / Oracle of Delphi (and other games)
« on: January 30, 2017, 02:49:55 pm »
Went to a local board game convention this past week, spent all Thursday evening through Sunday evening playing non-stop board games.

Ok, so I actually stopped for sleep on Thursday and Friday nights. But not Saturday night; that was literally non-stop.

Anyway, of all the things (old and new) that I played, I was pretty enamored with Oracle of Delphi; played it 3 times. It's Stephen Feld's newest game, and for those of you who don't like Feld because you don't like point salad...

It's a Feld game with no victory points!!

See you get "prestige points" instead; totally different! Ok, no, I'm kidding, there literally are no points; no score.

The game is a race to complete 12 tasks before your opponents. Felt like Temporum in that way. So it's still a Feld game, and you can tell if you know his stuff. It takes some mechanics from Castles of Burgundy in terms of dice usage and action selection. But it's definitely not just a clone of anything.

So it has a variable map/board setup that gives a lot of different options. Not just like Catan where you change which type of hex goes where; but the actual shape/layout is varied and random. You could have a game where the map is a long skinny corridor if you wanted. The basic idea is that you are sailing around this world, fighting monsters, picking up and delivering goods; discovering new islands, etc. Somewhat minimal player interaction; though by taking a good you are depriving your opponents of that good.

Other games I played include a bunch of Dominion games that went from about 2:30am until 6:00am on Saturday night. A mix of Base (2nd), Intrigue (2nd), and Empires. Each game had a Landmark, and I lost or tied instead of won 3 out of 4 games due to not paying enough attention to it. Landmarks are important.

I also finally learned/played Merchants of Venus. It was the original edition from way back when; I hear that the newer publishing messes a lot of stuff up. It was fun, but long.

Dominion Online at Shuffle iT / Do bot games affect ranking?
« on: January 25, 2017, 04:02:37 pm »
Especially bot games where you resigned? I've resigned dozens of games against the bot at the very beginning because I didn't want to play that particular kingdom. If bot games count, I'm going to have a terrible ranking.

Game Reports / Fast game madness
« on: January 20, 2017, 01:29:10 pm »
Played this randomly-generated kingdom last night, IRL, 3 player.

So we know right away it was going to be a ridiculous and fast game. Jonts opened Nomad Camp / Masquerade / Haven, while I pulled 3/4 and opened Masquerade/Ironworks. The 3rd player opened Nomad Camp / Haven / Haven.

I thought getting a bunch of Ironworks was important for pile control and to be able to get the most Fortreses and Masquerades quickly, but I forgot that money was important too. So while I was thinning and gaining cheap cards faster than the others, they were able to hit for King's Court while I couldn't get there. Jonts put his + token on Fortress and managed to get just 4 of them before the pile ran out (I had 4 also, player 3 had the other 2).

So while I was struggling to get actual economy, we began to see after only a few turns that Jonts had built a deck that should be able to 3 pile with a couple points pretty quickly. Player 3 and I got a Duchy instead of building anything, and while Masquerades were still getting played plenty, I started holding onto every Estate I could find. I even twice used Ironworks to grab an Estate.

So Jonts has everything he needs for a great turn. Fortresses are gone; and there's just 1 Haven and 4 Ironworks left. He uses KC-Fortress to get money and cards and actions; then KC-Ironworks + another Ironworks to drain all Ironworks. He produces money, and buys a Province and the last Haven for what he's pretty sure is the win.

Then I look through my deck, and I've managed to amass my Duchy and 4 Estates. With all the Masquerades flying around, there's no way he could have tracked that I had that many Estates. So I win, 7-6-3.

The ironic thing is that in the previous game (a much more boring drawn out slog), I bought the last Province to end it and give him the win.

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