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1
Dominion General Discussion / Bad news for Dutch Dominion owners.
« on: November 24, 2018, 03:33:07 pm »
I just got a mail from 999 Games (the Dutch publisher), stating that they will not print new errata cards for anything except second edition base. If you have cards that DO have fixed versions, I advise you to contact them as soon as possible to ensure they haven't run out. Post-Guilds expansions will not get errata cards whatsoever. (Unless they suddenly change their minds.)

If you're Dutch and interested, here is the relevant part of the actual mail (if you want a translation send it through Google translate, I'm too lazy):

Quote
Bedankt voor al je feedback betreft nieuw en oude gevonden foutjes in Dominion. We betreuren dit, maar noteren ze zeker. Het punt is dat een aantal (de meeste) van deze dominion uitbreidingen niet lijken terug te komen met een nieuwe druk in de toekomst. De populariteit van deze spellen is in de loop van jaren helaas flink gedaald. We hebben uiteindelijk besloten om hiervoor dus ook geen nieuwe kaarten te maken. Daarnaast is het duidelijk geworden dat in deze kleine aantallen losse kaarten drukken niet mogelijk meer lijkt. We komen onze klanten uiteraard graag tegemoet, maar als dit er dusdanig weinig zijn komt dit helaas niet uit.

De enige kaarten waarvan ik nog een setje nieuwe kaarten van kan geven in de toekomst is van het basisspel (tweede editie), omdat een nieuwe druk van dit spel zeker wel zal komen en dan kan ik kaarten uit deze nieuwe editie halen. Deze nieuwe druk komt vrij zeker, alleen wat later dan gedacht. De ander kaarten hoeft je dus niet meer apart te verwachten.
[sic]

2
Rules Questions / Is '$3, $4, $5 or $6' the same as '$3 to $6'?
« on: November 17, 2018, 08:07:47 am »
I'm checking the Dutch cards for mistranslations and I see quite some cards (Graverobber, Giant, Knights) where '$3 to $6' has been translated as '$3, $4, $5 or $6'. Are they the same? Are there cases where it matters?

3
So, since there are and were so many mistranslated cards in Dutch, let's have a discussion on how much better (or worse) the mistranslations make them.

I'll list them here:

-Bandit: each other player must trash ALL revealed Treasures other than Copper, instead of just one.
-Tribute: the revealed cards aren't discarded.
-Pirate Ship: the player who plays the Pirate Ship also reveals the top two cards of his OWN deck, trashes a revealed treasure, et cetera.
-Young Witch: when played, revealing a bane is MANDATORY for other players, if possible.
-Madman: returning it to the Madman pile is optional.
-Urchin: gives +1 Card, +1 Buy, instead of +1 Card, +1 Action.
-Rogue: like Pirate Ship, also attacks the player who played it.
-Stonemason: when overpaying, the cards you gain can be ANY card, not just Action cards.
-Plan: trashing is now linked to playing the Plan'd cards instead of buying them.
-Gladiator: the +$1 is replaced with +$2.
-Triumphal Arch: when it's a tie, instead of counting either, you count the sum of both.

Madman can be used as a Necropolis until you 'spring' it, so that's interesting.
Urchin can't be chained, so becomes a lot worse.
Pirate Ship is the most interesting of the lot. Now you can use it as a slightly more risky Lookout, or Miser.

4
Puzzles and Challenges / Third-order interaction. Fourth-order interaction?
« on: November 05, 2018, 07:23:23 am »
So I use this weird naming scheme where first-order interaction pertains to cards which cause player interaction on their own (Attacks, stuff like Council Room), second-order interaction pertains to cards which aren't interaction cards on their own, but become them when certain cards are in the kingdom (for example, Rocks can be second-order interaction when Swindler or trashing attacks are in the kingdom), and third-order interaction cards are cards that are NOT first- or second-order, but become interaction cards when certain second-order interactions are in the game with the first-order interactions that make them second-order interactions. For example, Militia is first-order interaction, Caravan Guard is second-order interaction when Militia is on the board, Royal Carriage and Coin of the Realm are third-order interaction when Militia and Caravan Guard are on the board (because when someone plays Militia, you can play Caravan Guard from your hand, and call Royal Carriage/Coin of the Realm).

Some cards have multiple orders (Duchess is first-order by playing it, second-order when someone else gives you a Duchy through Swindler or Ambassador).

Now here are the puzzles:
-Find a loop where a card can keep getting in a higher-order of interaction (or show it's impossible).
-Find a fourth-order interaction card that isn't first- to third-order interaction (or show it's impossible).
-Find the highest possible amount of orders a card has without looping (using the same triggers when climbing orders, e.g. playing Possession in a Possession turn).
-The above challenges without using Attacks (or show it's impossible).
-The above challenges without using Possession (or show it's impossible).
-The above challenges without using Possession and Attacks (or show it's impossible).

Now I haven't given a clear definition for interaction cards. I can't give you a definition, but I can give you lots of examples (not exhaustive):
-Events: Raid, Tax.
-Landmarks: any Landmark where you put VP tokens on piles in the set-up. Mountain Pass.
-Projects: Road Network.
-Cards that use Boons/Hexes, as using Boons/Hexes changes what Boons/Hexes other players will get.
-Cards that care about emptying piles like City, Poacher, Tower.
-Trade Route, Embargo.
-All Attacks.
-All cards that directly influence other player's 'game state'.

Not interaction:
-The usual emptying of piles. Emptying of Split piles/Knights/Ruins.
-Obelisk, as it only changes the property of a card.
-Lighthouse (doesn't trigger).

You can only get to another order of interaction through 'triggering events'. When an [X]-order interaction card triggers something else (before having completely resolved it, but cards that say 'after' also count), then that something else is an [X+1]-order interaction card. Like in the aforementioned example, playing Caravan Guard 'triggers' calling Royal Carriage.

[Xth]-order interaction cards played during a Possession turn become [X+1th]-order interaction cards.

If you're not sure about a triggering event or whether something is first-order interaction, use your intuition.

5
Dominion: Renaissance Previews / Renaissance rulebook is up
« on: November 05, 2018, 06:56:08 am »
http://riograndegames.com/Game/1334-Dominion-Renaissance , click on 'Download Game Assets' in the top right.

I'm sad there's not that much first-order non-attack interaction and no alt-VP but overall it looks great, with a lot of thinking man's cards and emergent complexity. I'm getting a Dark Agy (Age-y?) feel with it. Patron may pose problems for non-English versions, though.


6
I vaguely recall there being a page on the Dominion wiki containing a huge table with rows being cards and columns being languages, containing all card names and translations (where known/applicable). Does anyone know where it went?

7
I mean the kind of cards you immediately think about when talking about cards that change the rules or exotic cards, like Prince, Black Market, Villa, Outpost, Band of Misfits, Necromancer, Inheritance, Possession, or whatever other cards you can think of that fit this vague, poorly defined criterion.

Which interesting interactions can you find with the new Renaissance cards, artifacts, and projects?

For example, Necromancer and Acting Troupe means you'll never run out of Villagers. If you Prince a Mountain Village you start every turn with every Mountain Village in your discard pile. Possession lets you get rid of every Villager and Coffer someone has.

8
Dominion General Discussion / Dutch Nocturne is here.
« on: October 10, 2018, 06:28:23 am »
See https://www.999games.nl/dominion-nocturne-kaartspel.html

If anyone will get it please post here. I already have it in English, but there is a bit of work to be done on the wiki now that it's here, and I don't want to spend 40 euros on something I already have to do that.


9
Dominion: Renaissance Previews / Renaissance 'canon'
« on: October 04, 2018, 07:39:06 am »
How are the new cards explained 'canon-wise', insofar that is possible?

For example:

Acting Troupe.
When you play an Acting Troupe, you tell them to disband so they can work on something else later.

10
Dominion General Discussion / Dutch Nocturne is 'expected'...
« on: September 20, 2018, 07:19:29 am »
...but not in stores or orderable online yet. (is 'orderable' even a word?)

See https://www.999games.nl/dominion-nocturne-kaartspel.html

Place your bets on how many translation errors there will be, and which cards will have them.

I already got mine (in English) while I was visiting a conference in America. I'm not sure if I will buy it but someone has to check it for errors and update the wiki accordingly so if anyone is planning to get it please let me know.

11
Dominion General Discussion / Best cards to learn specific rules?
« on: July 17, 2018, 10:06:03 am »
So which cards are great at teaching new players specific rules? In this thread I want you to pick a rule that new players tend to forget / not understand why it exists / make mistakes with, and provide a few cards that are great at teaching them about it.

For example:
-You play your Treasures one by one, not simultaneously:
Contraband, Horn of Plenty, Bank, Magic Lamp.

12
Variants and Fan Cards / Grey makes a boring card now and then.
« on: July 15, 2018, 01:24:31 pm »
No Villas here.

[Card name]
Cost: $3. Types: Action-Attack.
Card text:
+$2
Every other player discards down to four cards in hand, then gains a Copper per Victory card they discarded this way.

13
Rules Questions / "no other rule is a Dominion rule"
« on: July 12, 2018, 06:00:58 am »
I was wondering: are all rules that are not explicitly stated on the cards or in the rulebooks (and possibly by DXV himself) excluded from the Dominion rules? Basically, is anything that is not mentioned yet not contradictory to the rules still not a rule?

14
Dominion General Discussion / News on the Dutch Nocturne.
« on: June 28, 2018, 09:51:05 am »
I just received a reply from the Dutch publisher, 999 Games, regarding the Dutch translation of Nocturne. They say it has been delayed, and they're expecting Nocturne to be in stores in september. I also asked about the update packs and fixed versions of cards with translation errors, but they don't seem to know about them.

Here's the mail for anyone interested. I'm too lazy to translate because this is irrelevant for non-Dutch players anyway, and my message already conveys everything the mail conveys.

Quote
Beste [CENSORED],

Hartelijk dank voor je mail! We hebben helaas een uitstel gehad van een nieuwe print van het basisspel en van Nocturne. Dus helaas heb ik nog geen erratta pack beschikbaar. En is het nog onduidelijk wanneer deze komt.
Nocturne zal ongeveer in september in de winkels liggen als alles goed gaat.

Onze excuses voor het ongemak.



Met vriendelijke groet,
[CENSORED]

999 Games b.v.
T: 0900-9990000 ( standaard tarief )
www.999games.nl

15
I'm getting it delivered this tuesday.

Predictions:
-The changes to Masquerade are ignored, and the old translation is copypasted instead (like they did with Moneylender, Throne Room, and Mine).
-Lurker will have a weird title. Then again, I love how some of the Dutch cards have archaic names that are long out of use.
-If there's gonna be a translation error, my bets are on Diplomat.

I will update the wiki when I get the chance (and yes I will use the image naming format).

16
Dominion Articles / Would like a settlers/bustling village article.
« on: December 17, 2017, 06:17:11 am »
I've played a bunch with this split pile and although I'm more advanced than expert, I do have some thoughts on and experiences with settlers/bustling village, and I would like to see an article on them from someone with a bit more grip on the card. Some of this may be obvious. Exceptions apply.

Anyway, things I've noticed:

-Settlers is not a good opener. If you draw it on turn 3 or 5 you'll usually have nothing in discard, so it's just a cantrip. If you draw it in turn 4 it's usually a peddler. However, the average value of your deck will probably still be under $1 at this point, so it's still worse than Silver (not taking into account what Settlers and Silver does later in the game), because the card you draw has an average value under $1 (3 estates, 7 coppers, 1 other card). There's probably 12 cards in your deck after your second turn, so the probability of drawing it in your fourth turn is 5/12 (I think).
-Settlers and Bustling Village are useless in each first turn of your reshuffle (smaller decks make this happen more often).
-Bustling Village gives a lot of actions.
-Settlers is a less-reliable Peddler if you keep your coppers.
-Settlers and Bustling Village are quite order-dependent.
-There are not a lot of them.
-I think I'd usually prefer two cheap villages over one Bustling Village - higher chance to draw them with my +draw action.
-They get quite a bit better if you can control what's in your discard pile.
-They work very well with Dungeon. A single Dungeon play lets you put two of six cards in discard on your current turn, and two of seven cards in discard on your next. It can stay in play during the reshuffle to ensure your Settlers/Bustling Villages aren't 'dead' next turn, and if it causes the reshuffle you'll still have two cards in discard.

-In my experience, they do not seem to be great. In an engine I don't want Copper. With big money I don't want too many action cards to prevent dead-drawing. These cards seems better for large decks (smaller chance to get them in your first turn after a reshuffle), so when there are junkers or no good (Copper) trashing. You can get Bustling Village as a village if there are no other (cheaper) villages, but that would require for the Settlers to be bought/gained. They obviously work better with good sifters (which also make Coppers less problematic), and I think they work especially well with Dungeon.


I usually misthink something in long stuff like this so feel free to leave your thoughts about these cards.

17
Dominion General Discussion / Dutch second edition Dominion is in stores.
« on: December 11, 2017, 01:26:54 pm »
Didn't see second edition intrigue yet.
They mistranslated Bandit to make you trash ALL revealed non-Copper treasures.

Translation error streak for 999 games: 5 releases, 9 cards in current streak.

No response from 999 games yet.

Coincidentally, every card that currently has a translation error has been buffed by it.

18
Dominion General Discussion / "I couldn't help myself"
« on: December 09, 2017, 07:51:19 am »
Which cards do you enjoy so much that you'll sometimes go for them even when you know it's not the best play?

I can think of:
-Embargo. Burn the kingdom. (I'm sorry)
-Masterpiece. A $17 masterpiece buy just feels nice. Destroys my engine though.
-Pirate ship. There's something really satisfying about collecting those coin tokens (while, sadly, trashing opponents' coppers).

19
Dominion Strategy Wiki Feedback / Could use some feedback on first edits.
« on: December 09, 2017, 07:29:04 am »
Did some work editing the 'Translation errors on the Dutch cards' page: http://wiki.dominionstrategy.com/index.php/Translation_errors_on_the_Dutch_cards_-_Vertaalfouten_op_de_Nederlandse_kaarten#Keizerrijken

I'm new to the whole wiki editing thing so I would appreciate some feedback or improvements. Anything I missed or any unwritten rules I broke?

20
Just a small piece of feedback: on the page "Translation errors on the Dutch cards - Vertaalfouten op de Nederlandse kaarten" (http://wiki.dominionstrategy.com/index.php/Translation_errors_on_the_Dutch_cards_-_Vertaalfouten_op_de_Nederlandse_kaarten), the card Gladiator from Empires seems to be missing.

In the Dutch translation, the last line reads '+$2', whereas in the English translation, the last line reads '+$1':




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