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Topics - ednever

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1
Dominion General Discussion / Project - card parallels
« on: April 17, 2019, 04:06:20 pm »
A thought I had today (not very original I am sure)

Fair - Market Square :: $4 / $3
Barracks - Village :: $6 / $3
Canal - Highway :: $7 / $5
NA - Lab :: NA / $5

Thoughts:
- They kind of scale the same way (order of value)
- Village is likely underpriced for what it does - but for a good reason - the game is a lot more fun with cheap villages
- Unclear why there isn't a Project for +1 card. Too much overlap with Flag and Hireling?
- +buy is obviously the weakest - except when it is the most important. When there is no other way to get +1 buy Fair is likely the best deal of the bunch. I'll bet it could have been priced higher and it would still be worth buying - when it is worth buying at all

Ed

2
Dominion Online at Shuffle iT / Overlord + Walled Village
« on: April 10, 2019, 12:16:08 am »
Question:
I played Overlord as Walled Village (and one other card)
At the end of the turn I was not given the option to put it back in my hand.
Is that right?

Walled Village under the bar happens in the clean up phase. Should Overlord still be Walled Village during clean up? It hasn't left play yet has it? Or do all cards leave play at the start of clean up?

3
Dominion Online at Shuffle iT / Monastery + Sewers
« on: January 21, 2019, 04:55:15 pm »
Is there a reason I can't Sewers after using Monastery?

I don't see why not from the card text. Is it an error on DominionOnline or am I missing something?

Game number: Game #22660523

Thanks,

Ed

4
Variants and Fan Cards / Play all your cards
« on: January 03, 2019, 11:49:18 am »
An idea I had while out for a run yesterday. Something like this:
'
$5
You may play any number of action cards that do not use "+cards" in their text

Or
$5
Set aside any number of cards from your hand
Play them one by one until all have been played

I was thinking about some version of Black Market or Storyteller but for actions.

Would something like that work?

Too cheap?

5
Variants and Fan Cards / Card Tokens?
« on: January 03, 2019, 11:41:01 am »
It's the obvious missing one. (Buy tokens do not seem very interesting)

Simple cards that might work:

$5
+3 card tokens

$4
+2 card tokens

$2
+1 action
+1 card token

Is it too slow (card decisions take longer I think than coins and actions)?

It doesn't seem too powerful?

Obviously there are more complicated cards out there.

I assume someone has thought of this and there is a thread somewhere?

6
Puzzles and Challenges / Start your turn with three empty piles
« on: October 03, 2018, 02:55:20 pm »
Just what it says.

We know there are ways to empty three piles but still give your opponent a turn (Page, Peasant, Ambassador, Encampment)

This is not that because they still start their turn with a max of two empty piles.

How do you have them start their turn with three empty piles?

7
Rules Questions / Inheritance + Island (or Great Hall or Mill)
« on: May 30, 2018, 09:25:27 am »
If you use Inheritance on Island, are your Estates worth extra VP?

And if so, are they worth 2 VP, or 3 VP (since they "gain" the abilities of the card, they should "gain" the +2VP on top of their normal 1 VP, to make them worth 3VP).

Unless the VP value of the card is not one of the "abilities" of the card?

(Or Nobles with cost reducers)

8
Game Reports / Overlord + Kinghts
« on: February 07, 2018, 01:20:54 pm »
This was a little nuts and unique in all the games I played:

Forge
Relic
Knights (the VP Dame on top; Second one was Anna - the trashing one)
Port
Navigator
Steward
Cellar
Overlord
City Quarter
Engineer

Plus:
Plan
Aquaduct

It went 29 turns. Almost everything was trashed. A crazy slog.

The full log below.

Mistakes made:
- Trashing too much too early
- Relic wasn't needed
- Using Engineer to get Silvers, and letting TG take the VP from Aquaduct

I'm sure there are a lot more! I don't think it is fun to play, but it's very unique - and it makes it obvious why Knights trash each other.....


Game #11433123, rated.
ednever: 59.89
turtlegods: 52.7

e starts with 7 Coppers and 3 Estates.
t starts with 7 Coppers and 3 Estates.
e shuffles their deck.
e draws 4 Coppers and an Estate.
t shuffles their deck.
t draws 5 cards.

Turn 1 - ednever
e plays 3 Coppers.
e buys a Plan.
e moves Trashing token to the Steward pile.
e draws 3 Coppers and 2 Estates.

Turn 1 - turtlegods
t plays 4 Coppers.
t buys a Plan.
t moves Trashing token to the Steward pile.
t draws 5 cards.

Turn 2 - ednever
e plays 3 Coppers.
e buys a Steward.
e trashes an Estate.
e gains a Steward.
e shuffles their deck.
e draws 4 Coppers and an Estate.

Turn 2 - turtlegods
t plays 3 Coppers.
t buys a Steward.
t trashes an Estate.
t gains a Steward.
t shuffles their deck.
t draws 5 cards.

Turn 3 - ednever
e plays 4 Coppers.
e buys a Steward.
e trashes an Estate.
e gains a Steward.
e draws 3 Coppers, an Estate and a Steward.

Turn 3 - turtlegods
t plays 4 Coppers.
t buys a Port.
t gains a Port.
t gains a Port.
t draws 5 cards.

Turn 4 - ednever
e plays a Steward.
e plays 3 Coppers.
e buys and gains a Relic.
e shuffles their deck.
e draws 3 Coppers, an Estate and a Steward.

Turn 4 - turtlegods
t plays a Steward.
t trashes a Copper and an Estate.
t plays 2 Coppers.
t buys an Overlord.
t takes 8 debt.
t gains an Overlord.
t repays 2 debt (6 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 5 - ednever
e plays a Steward.
e plays 3 Coppers.
e buys a Port.
e gains a Port.
e gains a Port.
e draws 3 Coppers, a Steward and a Relic.

Turn 5 - turtlegods
t plays a Port.
t draws a card.
t plays an Overlord.
t plays a Dame Josephine.
e shuffles their deck.
e reveals a Copper and a Port.
e trashes a Port.
e discards a Copper.
t plays 4 Coppers.
t repays 4 debt (2 remaining).
t draws 5 cards.

Turn 6 - ednever
e plays a Steward.
e draws a Steward and a Port.
e plays a Relic and 3 Coppers.
t moves -Card token to Draw Pile.
e buys a Port.
e gains a Port.
e gains a Port.
e shuffles their deck.
e draws 3 Coppers, an Estate and a Port.

Turn 6 - turtlegods
t plays a Port.
t skips a draw (because of Relic)
t moves -Card token to Token Limbo.
t plays a Steward.
t trashes a Copper and an Estate.
t plays a Copper.
t repays 1 debt (1 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 7 - ednever
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Copper.
e plays 4 Coppers.
e buys a Steward.
e trashes an Estate.
e gains a Steward.
e draws 2 Coppers, 2 Stewards and a Port.

Turn 7 - turtlegods
t plays a Port.
t draws a card.
t plays a Port.
t draws a card.
t plays an Overlord.
t plays a Dame Josephine.
e reveals a Copper and a Relic.
e trashes a Relic.
e discards a Copper.
t plays a Steward.
t plays a Copper.
t repays 1 debt.
t plays a Copper.
t buys a Steward.
t trashes a Copper.
t gains a Steward.
t shuffles their deck.
t draws 5 cards.

Turn 8 - ednever
e plays a Port.
e shuffles their deck.
e draws a Steward.
e plays a Steward.
e draws 2 Coppers.
e plays a Steward.
e draws a Copper and a Port.
e plays 5 Coppers.
e buys a Port.
e gains a Port.
e gains a Port.
e shuffles their deck.
e draws 2 Coppers, a Steward and 2 Ports.

Turn 8 - turtlegods
t plays a Port.
t draws a card.
t plays a Steward.
t plays an Overlord.
t plays a Dame Josephine.
e reveals 2 Coppers.
e discards 2 Coppers.
t plays 3 Coppers.
t buys and gains a Relic.
t shuffles their deck.
t draws 5 cards.

Turn 9 - ednever
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Steward.
e plays a Port.
e draws a Copper.
e plays a Steward.
e draws a Steward and a Port.
e plays a Port.
e draws a Copper.
e plays a Steward.
e shuffles their deck.
e draws 2 Coppers.
e plays a Steward.
e trashes 2 Coppers.
e plays 4 Coppers.
e buys a Port.
e gains a Port.
e gains a Port.
e shuffles their deck.
e draws a Copper, 2 Stewards and 2 Ports.

Turn 9 - turtlegods
t plays a Port.
t draws a card.
t plays a Steward.
t draws 2 cards.
t plays a Port.
t draws a card.
t plays an Overlord.
t plays a Dame Josephine.
e reveals a Steward and a Port.
e trashes a Port.
e discards a Steward.
t plays a Steward.
t trashes 2 Coppers.
t plays a Relic.
e moves -Card token to Draw Pile.
t plays a Copper.
t buys a City Quarter.
t takes 8 debt.
t gains a City Quarter.
t repays 3 debt (5 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 10 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Port.
e draws a Copper.
e plays a Steward.
e draws 2 Coppers.
e plays a Steward.
e draws 2 Ports.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Copper.
e plays a Port.
e shuffles their deck.
e draws a Steward.
e plays 5 Coppers.
e buys a Port.
e gains a Port.
e gains a Port.
e shuffles their deck.
e draws a Copper and 4 Ports.

Turn 10 - turtlegods
t plays a City Quarter.
t reveals a Steward, a Copper, a Port and an Overlord.
t draws 3 cards.
t plays a Port.
t draws a card.
t plays a Port.
t plays an Overlord.
t plays a Dame Josephine.
e reveals a Steward and a Port.
e trashes a Port.
e discards a Steward.
t plays a Steward.
t plays a Steward.
t plays a Relic.
e moves -Card token to Draw Pile.
t plays 2 Coppers.
t repays 5 debt.
t buys and gains a Silver.
t moves 1 VP from the Silver pile to Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 11 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Steward.
e plays a Port.
e draws a Copper.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Copper.
e plays a Steward.
e draws a Steward and a Port.
e plays a Port.
e draws a Copper.
e plays a Steward.
e shuffles their deck.
e draws a Copper and a Steward.
e plays a Steward.
e plays 5 Coppers.
e buys an Overlord.
e takes 8 debt.
e gains an Overlord.
e repays 7 debt (1 remaining).
e shuffles their deck.
e draws 2 Coppers, 2 Ports and an Overlord.

Turn 11 - turtlegods
t plays a City Quarter.
t reveals a Steward, a Silver, a Copper and an Overlord.
t draws 2 cards.
t plays a Port.
t draws a card.
t plays a Port.
t draws a card.
t plays an Overlord.
t plays a Dame Josephine.
e reveals a Copper and a Port.
e trashes a Port.
e discards a Copper.
t plays a Steward.
t draws a card.
t plays a Steward.
t plays a Relic, a Silver and 2 Coppers.
e moves -Card token to Draw Pile.
t buys and gains a Dame Josephine.
t takes 1 VP from Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 12 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Steward.
e plays a Steward.
e draws a Copper and a Steward.
e plays a Steward.
e draws a Copper and a Steward.
e plays a Steward.
e draws 2 Ports.
e plays a Port.
e shuffles their deck.
e draws a Copper.
e plays an Overlord.
e plays a Dame Anna.
e trashes 2 Coppers.
t reveals a Copper and a Dame Josephine.
t trashes a Dame Josephine.
t discards a Copper.
e trashes a Dame Anna.
e plays 3 Coppers.
e repays 1 debt.
e buys an Overlord.
e takes 8 debt.
e gains an Overlord.
e repays 2 debt (6 remaining).
e shuffles their deck.
e draws 2 Coppers, 2 Ports and an Overlord.

Turn 12 - turtlegods
t plays a City Quarter.
t reveals a Relic, a Silver, a Port and an Overlord.
t draws 2 cards.
t plays a Port.
t draws a card.
t plays a Port.
t draws a card.
t plays a Steward.
t plays an Overlord.
t plays a Dame Anna.
t trashes a Copper.
e reveals 2 Ports.
e trashes a Port.
e discards a Port.
t plays a Steward.
t plays a Relic and a Silver.
e moves -Card token to Draw Pile.
t buys and gains a Province.
t shuffles their deck.
t draws 5 cards.

Turn 13 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Steward.
e plays a Steward.
e draws a Steward and a Port.
e plays a Port.
e draws a Steward.
e plays a Steward.
e plays a Steward.
e plays an Overlord.
e plays a Dame Anna.
e trashes 2 Coppers.
t reveals a Copper and a Silver.
t trashes a Silver.
t discards a Copper.
e repays 4 debt (2 remaining).
e shuffles their deck.
e draws a Copper, 3 Ports and an Overlord.

Turn 13 - turtlegods
t plays a City Quarter.
t reveals a Relic, a Steward, a Province and an Overlord.
t draws 2 cards.
t plays a Port.
t draws a card.
t plays a Port.
t shuffles their deck.
t draws a card.
t plays a Steward.
t plays a Steward.
t plays an Overlord.
t plays a Dame Anna.
t trashes a Copper.
e reveals a Steward and a Port.
e trashes a Port.
e discards a Steward.
t plays a Relic.
e moves -Card token to Draw Pile.
t buys and gains a Gold.
t moves 1 VP from the Gold pile to Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 14 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Port.
e draws a Port.
e plays a Port.
e draws a Steward.
e plays a Port.
e draws a Steward.
e plays a Steward.
e shuffles their deck.
e draws a Steward.
e plays a Steward.
e plays a Steward.
e plays an Overlord.
e plays a Dame Anna.
e trashes a Copper.
t reveals 2 Stewards.
t trashes a Steward.
t discards a Steward.
e repays 2 debt.
e buys an Overlord.
e takes 8 debt.
e gains an Overlord.
e repays 2 debt (6 remaining).
e shuffles their deck.
e draws 2 Stewards, 2 Ports and an Overlord.

Turn 14 - turtlegods
t plays a Port.
t draws a card.
t plays a Port.
t draws a card.
t plays a City Quarter.
t reveals a Relic, a Gold, a Province and an Overlord.
t shuffles their deck.
t draws a card.
t plays a Steward.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Steward and a Port.
e trashes a Steward.
e discards a Port.
t plays a Relic and a Gold.
e moves -Card token to Draw Pile.
t buys and gains a Gold.
t moves 1 VP from the Gold pile to Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 15 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Port.
e draws an Overlord.
e plays a Steward.
e shuffles their deck.
e draws 2 Ports.
e plays a Port.
e plays a Steward.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Gold and a Steward.
t trashes a Gold.
t discards a Steward.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Province and a Port.
t trashes a Port.
t discards a Province.
e repays 2 debt (4 remaining).
e shuffles their deck.
e draws a Steward, 3 Ports and an Overlord.

Turn 15 - turtlegods
t plays a City Quarter.
t reveals a Relic, a Port, a Gold and an Overlord.
t shuffles their deck.
t draws 2 cards.
t plays a Port.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Port and an Overlord.
e trashes a Port.
e discards an Overlord.
t plays a Steward.
t plays a Relic and a Gold.
e moves -Card token to Draw Pile.
t buys an Overlord.
t takes 8 debt.
t gains an Overlord.
t repays 7 debt (1 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 16 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Port.
e draws a Steward.
e plays a Port.
e shuffles their deck.
e draws an Overlord.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Steward and an Overlord.
t trashes a Steward.
t discards an Overlord.
e plays an Overlord.
e plays a Dame Anna.
t shuffles their deck.
t reveals a Gold and an Overlord.
t trashes a Gold.
t discards an Overlord.
e plays a Steward.
e plays a Steward.
e repays 4 debt.
e buys an Engineer.
e takes 4 debt.
e gains an Engineer.
e shuffles their deck.
e draws a Steward, a Port, an Engineer and 2 Overlords.

Turn 16 - turtlegods
t plays a City Quarter.
t reveals a Relic, a Port, a Province and an Overlord.
t shuffles their deck.
t draws a card.
t plays a Port.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Steward and a Port.
e trashes a Steward.
e discards a Port.
t plays an Overlord.
t plays a Dame Anna.
e shuffles their deck.
e reveals 2 Ports.
e trashes a Port.
e discards a Port.
t plays a Relic.
e moves -Card token to Draw Pile.
t repays 1 debt.
t buys an Overlord.
t takes 8 debt.
t gains an Overlord.
t repays 1 debt (7 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 17 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays a Steward.
e shuffles their deck.
e draws a Port.
e plays a Port.
e plays an Engineer.
e gains a Silver.
e moves 1 VP from the Silver pile to Aqueduct.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Province and a City Quarter.
t discards a Province and a City Quarter.
e shuffles their deck.
e draws a Silver, a Steward, a Port and 2 Overlords.

Turn 17 - turtlegods
t plays a Port.
t shuffles their deck.
t draws a card.
t plays a City Quarter.
t reveals a Relic and 3 Overlords.
t draws a card.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Port and an Engineer.
e trashes a Port.
e discards an Engineer.
t plays an Overlord.
t plays a Navigator.
t plays an Overlord.
t plays a Navigator.
t plays a Relic.
e moves -Card token to Draw Pile.
t repays 6 debt (1 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 18 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays an Overlord.
e plays a Dame Anna.
t reveals 2 Overlords.
t discards 2 Overlords.
e plays an Overlord.
e plays a Navigator.
e shuffles their deck.
e looks at an Engineer.
e topdecks an Engineer.
e plays a Silver.
e repays 4 debt.
e buys a City Quarter.
e takes 8 debt.
e gains a City Quarter.
e shuffles their deck.
e draws a Port, a City Quarter, an Engineer and 2 Overlords.

Turn 18 - turtlegods
t plays a City Quarter.
t reveals a Relic, a Port, a Province and an Overlord.
t shuffles their deck.
t draws 2 cards.
t plays a Port.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Silver and a Steward.
e trashes a Silver.
e discards a Steward.
t plays an Overlord.
t plays a Dame Anna.
e shuffles their deck.
e reveals a Steward.
e trashes a Steward.
t plays an Overlord.
t plays a Navigator.
t plays a Relic.
e moves -Card token to Draw Pile.
t repays 1 debt.
t buys and gains an Estate.
t takes 3 VP from Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 19 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays an Engineer.
e gains a Silver.
e moves 1 VP from the Silver pile to Aqueduct.
e plays a City Quarter.
e reveals 2 Overlords.
e shuffles their deck.
e draws a Silver.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Province and an Overlord.
t discards a Province and an Overlord.
e plays an Overlord.
e plays a Navigator.
e plays a Silver.
e repays 4 debt (4 remaining).
e shuffles their deck.
e draws a Silver, a Port, an Engineer and 2 Overlords.

Turn 19 - turtlegods
t plays a City Quarter.
t reveals an Estate, a Port and 2 Overlords.
t shuffles their deck.
t draws 3 cards.
t plays a Port.
t plays an Overlord.
t plays a Dame Anna.
t trashes an Estate.
e reveals a City Quarter.
e discards a City Quarter.
t plays an Overlord.
t plays a Navigator.
t plays an Overlord.
t plays a Navigator.
t plays a Relic.
e moves -Card token to Draw Pile.
t buys and gains a Gold.
t moves 1 VP from the Gold pile to Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 20 - ednever
e plays a Port.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays an Overlord.
e plays a Steward.
e shuffles their deck.
e draws a City Quarter.
e plays a City Quarter.
e reveals an Engineer, a Silver and an Overlord.
e plays an Overlord.
e plays a Dame Anna.
t reveals 2 Overlords.
t discards 2 Overlords.
e plays an Engineer.
e gains a Silver.
e moves 1 VP from the Silver pile to Aqueduct.
e plays a Silver.
e repays 2 debt (2 remaining).
e shuffles their deck.
e draws a Silver, a City Quarter, an Engineer and 2 Overlords.

Turn 20 - turtlegods
t plays a City Quarter.
t reveals a Relic, a Port, a Province and an Overlord.
t shuffles their deck.
t draws 2 cards.
t plays a Port.
t draws a card.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Silver and a Port.
e trashes a Silver.
e discards a Port.
t plays an Overlord.
t plays a Dame Anna.
e shuffles their deck.
e reveals a Port.
e trashes a Port.
t plays an Overlord.
t plays a Navigator.
t plays a Relic and a Gold.
e moves -Card token to Draw Pile.
t buys and gains a Duchy.
t takes 3 VP from Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 21 - ednever
e plays a City Quarter.
e reveals an Engineer, a Silver and 2 Overlords.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e plays an Overlord.
e plays a Dame Anna.
t reveals a City Quarter and an Overlord.
t discards a City Quarter and an Overlord.
e plays an Engineer.
e gains a Silver.
e moves 1 VP from the Silver pile to Aqueduct.
e plays a Silver.
e repays 2 debt.
e buys a City Quarter.
e takes 8 debt.
e gains a City Quarter.
e shuffles their deck.
e draws 2 Silvers, a City Quarter, an Engineer and an Overlord.

Turn 21 - turtlegods
t plays an Overlord.
t plays a Cellar.
t discards 2 other cards and a Gold.
t shuffles their deck.
t draws 3 cards.
t plays a Port.
t draws a card.
t plays an Overlord.
t plays a Steward.
t draws 2 cards.
t plays an Overlord.
t plays a Dame Anna.
e reveals a City Quarter and an Overlord.
e discards a City Quarter and an Overlord.
t plays a Relic and a Gold.
e moves -Card token to Draw Pile.
t buys an Engineer.
t takes 4 debt.
t gains an Engineer.
t repays 4 debt.
t shuffles their deck.
t draws 5 cards.

Turn 22 - ednever
e plays a City Quarter.
e reveals an Engineer, 2 Silvers and an Overlord.
e skips a draw (because of Relic)
e moves -Card token to Token Limbo.
e shuffles their deck.
e draws a City Quarter.
e plays an Engineer.
e gains a Silver.
e moves 1 VP from the Silver pile to Aqueduct.
e plays a City Quarter.
e reveals 2 Silvers and an Overlord.
e draws an Overlord.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Province and a Relic.
t trashes a Relic.
t discards a Province.
e plays an Overlord.
e plays a Navigator.
e shuffles their deck.
e looks at a Silver.
e topdecks a Silver.
e plays 2 Silvers.
e repays 6 debt (2 remaining).
e shuffles their deck.
e draws 3 Silvers, a City Quarter and an Engineer.

Turn 22 - turtlegods
t plays a City Quarter.
t reveals a Duchy, a Gold and 2 Overlords.
t draws 2 cards.
t plays an Overlord.
t plays a Dame Anna.
e reveals 2 Overlords.
e discards 2 Overlords.
t plays an Overlord.
t plays a Cellar.
t discards a Duchy.
t draws a card.
t plays a Port.
t shuffles their deck.
t draws a card.
t plays an Overlord.
t plays a Cellar.
t discards a Province.
t draws a card.
t plays an Engineer.
t gains a Steward.
t trashes an Engineer.
t gains a Steward.
t plays a Gold.
t buys a City Quarter.
t takes 8 debt.
t gains a City Quarter.
t repays 3 debt (5 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 23 - ednever
e plays a City Quarter.
e reveals an Engineer and 3 Silvers.
e draws a City Quarter.
e plays a City Quarter.
e reveals an Engineer and 3 Silvers.
e shuffles their deck.
e draws an Overlord.
e plays an Engineer.
e gains a Steward.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Gold and a City Quarter.
t trashes a Gold.
t discards a City Quarter.
e plays 3 Silvers.
e repays 2 debt.
e buys a City Quarter.
e takes 8 debt.
e gains a City Quarter.
e repays 4 debt (4 remaining).
e shuffles their deck.
e draws 2 Silvers, 2 City Quarters and an Overlord.

Turn 23 - turtlegods
t plays an Overlord.
t plays a Cellar.
t discards a card and a Duchy.
t draws 2 cards.
t plays a City Quarter.
t reveals a Steward, a Port and an Overlord.
t shuffles their deck.
t draws 3 cards.
t plays a Port.
t draws a card.
t plays a City Quarter.
t reveals a Duchy, 2 Stewards and 2 Overlords.
t draws a card.
t plays a Steward.
t plays a Steward.
t plays an Overlord.
t plays a Steward.
t plays an Overlord.
t plays a Steward.
t repays 5 debt.
t buys an Engineer.
t takes 4 debt.
t gains an Engineer.
t repays 3 debt (1 remaining).
t shuffles their deck.
t draws 5 cards.

Turn 24 - ednever
e plays a City Quarter.
e reveals 2 Silvers, a City Quarter and an Overlord.
e draws a City Quarter and an Engineer.
e plays a City Quarter.
e reveals an Engineer, 2 Silvers, a City Quarter and an Overlord.
e draws a Silver, a Steward and an Overlord.
e plays an Engineer.
e gains a Silver.
e moves 1 VP from the Silver pile to Aqueduct.
e plays a City Quarter.
e reveals a Steward, 3 Silvers and 2 Overlords.
e shuffles their deck.
e draws a Silver.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Duchy and a City Quarter.
t trashes a Duchy.
t discards a City Quarter.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Province and an Engineer.
t discards a Province and an Engineer.
e plays a Steward.
e plays 4 Silvers.
e repays 4 debt.
e buys and gains a Relic.
e shuffles their deck.
e draws 2 Silvers, 2 City Quarters and an Overlord.

Turn 24 - turtlegods
t plays a City Quarter.
t reveals 2 Stewards and 2 Overlords.
t shuffles their deck.
t draws 4 cards.
t plays a Port.
t draws a card.
t plays a City Quarter.
t reveals 2 Stewards, an Engineer, a Province and 3 Overlords.
t plays an Engineer.
t gains a Steward.
t trashes an Engineer.
t gains a Steward.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Silver and a Relic.
e trashes a Silver.
e discards a Relic.
t plays a Steward.
t plays a Steward.
t repays 1 debt.
t buys and gains an Estate.
t takes 3 VP from Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 25 - ednever
e plays a City Quarter.
e reveals 2 Silvers, a City Quarter and an Overlord.
e draws a Steward and an Engineer.
e plays a City Quarter.
e reveals a Steward, an Engineer, 2 Silvers and an Overlord.
e draws a Silver, a City Quarter and an Overlord.
e plays an Engineer.
e gains a Silver.
e moves 1 VP from the Silver pile to Aqueduct.
e plays a City Quarter.
e reveals a Steward, 3 Silvers and 2 Overlords.
e shuffles their deck.
e draws a Silver and a Relic.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Province and an Overlord.
t discards a Province and an Overlord.
e plays an Overlord.
e plays a Dame Anna.
t reveals a Steward and a City Quarter.
t trashes a Steward.
t discards a City Quarter.
e plays a Steward.
e plays a Relic and 4 Silvers.
t moves -Card token to Draw Pile.
e buys and gains a Forge.
e shuffles their deck.
e draws a Silver, a Relic, a City Quarter and 2 Overlords.

Turn 25 - turtlegods
t plays a Port.
t skips a draw (because of Relic)
t moves -Card token to Token Limbo.
t plays a Steward.
t draws 2 cards.
t plays an Overlord.
t plays a Cellar.
t discards an Estate.
t draws a card.
t plays a City Quarter.
t reveals 2 Stewards and an Overlord.
t shuffles their deck.
t draws 3 cards.
t plays a City Quarter.
t reveals 2 Stewards, an Estate, a Province and an Overlord.
t draws a card.
t plays a Steward.
t plays an Overlord.
t plays a Dame Anna.
t trashes an Estate.
e reveals a Silver and a City Quarter.
e trashes a Silver.
e discards a City Quarter.
t plays an Overlord.
t plays a Dame Anna.
e reveals a Silver and a City Quarter.
e trashes a Silver.
e discards a City Quarter.
t buys and gains an Estate.
t takes 1 VP from Aqueduct.
t shuffles their deck.
t draws 5 cards.

Turn 26 - ednever
e plays a City Quarter.
e reveals a Relic, a Silver and 2 Overlords.
e draws a Silver and an Engineer.
e plays an Overlord.
e plays a Cellar.
e discards 2 Silvers and a Relic.
e shuffles their deck.
e draws a Steward, a Forge and a City Quarter.
e plays a City Quarter.
e reveals a Forge, an Engineer, a Steward and an Overlord.
e draws 2 Silvers, a Relic and a City Quarter.
e plays an Engineer.
e gains a Silver.
e plays a City Quarter.
e reveals a Forge, a Steward, a Relic, 2 Silvers and an Overlord.
e shuffles their deck.
e draws a Silver.
e plays a Forge.
e trashes a Silver and a Relic.
e gains a Province.
e plays a Steward.
e plays an Overlord.
e plays a Navigator.
e shuffles their deck.
e looks at a Province.
e discards a Province.
e plays 2 Silvers.
e buys and gains a Province.
e shuffles their deck.
e draws 2 Silvers, a Steward and 2 City Quarters.

Turn 26 - turtlegods
t plays a City Quarter.
t reveals an Estate, a Province and 2 Overlords.
t draws 2 cards.
t plays a City Quarter.
t reveals an Estate, a Province and 3 Overlords.
t draws 3 cards.
t plays a Port.
t draws a card.
t plays a Steward.
t plays a Steward.
t plays a Steward.
t plays an Overlord.
t plays a Navigator.
t buys and gains a Province.
t shuffles their deck.
t draws 5 cards.

Turn 27 - ednever
e plays a City Quarter.
e reveals a Steward, 2 Silvers and a City Quarter.
e draws a Forge and an Engineer.
e plays a City Quarter.
e reveals a Forge, a Steward, an Engineer and 2 Silvers.
e draws 2 Provinces and an Overlord.
e plays a Steward.
e draws a City Quarter and an Overlord.
e plays an Engineer.
e gains a Navigator.
e plays a City Quarter.
e reveals a Forge, 2 Silvers, 2 Provinces and 2 Overlords.
e shuffles their deck.
e draws a Navigator.
e plays a Navigator.
e plays an Overlord.
e plays a Navigator.
e plays 2 Silvers.
e buys and gains a Province.
e shuffles their deck.
e draws a Silver, a Province, an Engineer and 2 Overlords.

Turn 27 - turtlegods
t plays a City Quarter.
t reveals a Steward, a Province and 2 Overlords.
t draws 3 cards.
t plays an Overlord.
t plays a Cellar.
t discards a card and an Overlord.
t draws 2 cards.
t plays a City Quarter.
t reveals 3 Stewards, an Estate and an Overlord.
t shuffles their deck.
t draws 4 cards.
t plays a Port.
t plays a Steward.
t plays a Steward.
t plays a Steward.
t plays an Overlord.
t plays a Navigator.
t buys and gains a Province.
t shuffles their deck.
t draws 5 cards.

Turn 28 - ednever
e plays an Overlord.
e plays a Cellar.
e discards a Silver and a Province.
e draws a Silver and a City Quarter.
e plays a City Quarter.
e reveals an Engineer, a Silver and an Overlord.
e draws a Province and a Steward.
e plays a Steward.
e draws a Province and a City Quarter.
e plays a City Quarter.
e reveals an Engineer, a Silver, 2 Provinces and an Overlord.
e draws a Navigator and a City Quarter.
e plays a City Quarter.
e reveals an Engineer, a Navigator, a Silver, 2 Provinces and an Overlord.
e shuffles their deck.
e draws a Silver, a Province and a Forge.
e plays an Engineer.
e gains a Cellar.
e plays an Overlord.
e plays a Cellar.
e discards a Province.
e shuffles their deck.
e draws a Province.
e plays a Navigator.
e looks at a Cellar.
e topdecks a Cellar.
e plays 2 Silvers.
e buys and gains a Duchy.
e shuffles their deck.
e draws a Silver, a Cellar and 3 City Quarters.

Turn 28 - turtlegods
t plays a City Quarter.
t reveals a Steward, a City Quarter, a Province and an Overlord.
t draws 3 cards.
t plays a City Quarter.
t reveals 2 Stewards, a Port, 2 Provinces and an Overlord.
t draws 4 cards.
t plays a Port.
t draws a card.
t plays a Steward.
t plays an Overlord.
t plays a Navigator.
t plays an Overlord.
t plays a Navigator.
t plays an Overlord.
t plays a Navigator.
t buys and gains a Province.
t shuffles their deck.
t draws 5 cards.

Turn 29 - ednever
e plays a City Quarter.
e reveals a Silver, a Cellar and 2 City Quarters.
e draws a Silver and 2 Provinces.
e plays a City Quarter.
e reveals 2 Silvers, a Cellar, a City Quarter and 2 Provinces.
e draws a Duchy and a Forge.
e plays a City Quarter.
e reveals a Duchy, a Forge, 2 Silvers, a Cellar and 2 Provinces.
e draws a Steward and an Engineer.
e plays a Steward.
e draws a Navigator and an Overlord.
e plays a Forge.
e trashes a Silver and a Cellar.
e gains a Duchy.
e plays an Overlord.
e plays a Cellar.
e discards 2 Provinces.
e draws a Province and an Overlord.
e plays an Overlord.
e plays a Navigator.
e shuffles their deck.
e looks at a Duchy and 2 Provinces.
e discards a Duchy and 2 Provinces.
e plays a Navigator.
e shuffles their deck.
e looks at a Duchy and 2 Provinces.
e discards a Duchy and 2 Provinces.
e plays a Silver.
e buys and gains a Duchy.
e shuffles their deck.
e draws a Navigator, a Forge, 2 City Quarters and an Overlord.

Turn 29 - turtlegods
t plays a City Quarter.
t reveals 2 Stewards, a Province and an Overlord.
t draws 3 cards.
t plays a Port.
t draws a card.
t plays an Overlord.
t plays a Cellar.
t discards 2 other cards and a Province.
t draws 3 cards.
t plays a City Quarter.
t reveals 3 Stewards, an Estate and a Province.
t shuffles their deck.
t draws 3 cards.
t plays an Overlord.
t plays a Cellar.
t discards a card and a Province.
t draws 2 cards.
t plays an Overlord.
t plays a Navigator.
t shuffles their deck.
t looks at 2 cards.
t topdecks 2 cards.
t plays a Steward.
t plays a Steward.
t plays a Steward.
t buys and gains a Province.
t shuffles their deck.
t draws 5 cards.

9
General Discussion / I wrote a short story: The Great Filter
« on: June 07, 2016, 01:39:18 pm »
It tackles some themes that Dominion players may be interested in. Why we can't find any aliens, what time travel would mean, human extinction events, etc.

You might enjoy it.

Story here:
http://www.begoodenough.com/the-great-filter/

Reddit comment thread here:
https://www.reddit.com/r/rational/comments/4mwcvl/rt_the_great_filter/

Hope you like it,

Ed

10
Goko Dominion Online / Blocking individuals
« on: April 24, 2016, 10:12:58 am »
Hi,

Sorry if this has been covered. In the latest version of D Online is there a way to create a personal block list?

I was just burned by a guy who started swearing in one hand so I didn't rematch. Then I randoming got matched with him. Continued swearing then started slow-rolling when he decided I was getting "too much luck".

The old extension made it really easy to avoid guys like this in the future but I can't see how to do it with the modern desktop version.

Thanks!

Ed

11
Puzzles and Challenges / Most valuable Fairgrounds
« on: April 17, 2015, 02:14:00 pm »
I think this has been done a number of times before, but it will be interesting to see how Adventures affects it.

I think right now, if you don't count Black Market (which depending on how you play with BM effectively makes it 200 or something), then I think the max nu,ber of unique cards in a single Kingdom is:

Base Kingdom: 10 cards
Victory Cards: 4 w/Colony
Coins: 4 w/Platinum
Shelters: 3

Extras:
Knights +9
Tournament +5
Merc +5 Ruins +1 Spoils
Young Witch +1 Kingdom +1 Curses
Hermit +1
Urchin +1
Alchemy card +1 Potion

Total: 21 + 25 = 46
...So 18 point Fairgrounds without Black Market...

Am I missing any?

It only uses 5 specific Kingdom cards (plus one from Prosperity to get the Colonies if you play by that rule). That leaves 3 more (after Fairgrounds itself) that can be used in Adventures to create the largest Kingdom possible.

We know already about the two "series" cards that each get you +4. Is it possible there are others?

If not we will be at 54 unique cards in a Kingdom and 20 point Fairgrounds...

Anything else missing? One possible card left (I know... Black Market....)

Ed

p.s., It must have been said before, but it's a nice theme that the two best support cards for Fairgrounds in terms of value are Knights and Tournaments.... (Followed by Mercenaries...)

EDITS from comments:
5 Ruins, not four
Added Shelters
Adventure Series are five cards not four
Potion

12
Tournaments and Events / Dominion Adventures in Seattle
« on: April 14, 2015, 08:27:29 pm »
Hi all,

I've spoken to my local game store and they are 90% certain they will have Adventures ready for me on Friday April 24th.

In honor of that (and the fact my wife is away that weekend at a bachelorette party) I am hosting a bunch of folks at my place in downtown Seattle on Sunday April 26th. It will be an all day event...

If you are interested in joining, please send me a DM and I can get you directions and contact information.

(I will be renting the common space, so we will have lots of room, a half dozen tables, etc. I have all the sets (including base cards) which means enough cards for about 6 simultaneous games... I think a few people will be bringing sets, which will increase that number even higher... There is free parking in the building. It's right near the Space Needle and the SAM Sculpture Park).

Hope some of you can make it. It's not too late to book a flight!

Ed

13
Rules Questions / Harold, Black Market and Possesion
« on: April 08, 2015, 10:46:37 am »
Not sure what I didn't understand.

I played BM while possessing my opponent. I bought Harold out of the BM deck. I over paid $2.

I wasn't sure if that would let me stack my deck or his deck. I thought both would be a good play.

Instead nothing happened at all.


Is that the right implementation? Is so why?

If it's not the correct implementation, what is?

Ed

14
Dominion General Discussion / Where to order Dominion Advnetures
« on: March 30, 2015, 03:45:31 pm »
Hi,
It's been a long time since I've posted here (Having a baby will do that I guess...)

When I come back I find out that there is a new expansion announced and it's even in previews...

I did some searching, but I haven't found anything (apologizes if I missed it) on where the best place was to get Adventures delivered in the US the soonest.

I checked Amazon and they are saying release on April 23rd, for delivery sometime after that.

I know for Dark Ages there was a much faster way to get it. Can anyone recommend a place that will get it to me faster in the US?

Thanks!

Ed

15
Goko Dominion Online / Blacklisting
« on: September 19, 2013, 03:59:55 pm »
So we all know those threads where people bad-mouth each other can get bad and eventually shut-down.

The nice thing is there is a blacklist function on the salvager that solces that. But you still end up playing with the people you don't want to play with that first time.

My suggestion is this:
In this thread, just post people you have blocked and why.

People can use your own reputation on whether they want to follow your lead or not.

Is that too harsh?

I'd sure like to know the players who have slow-rolled Sharkbait or Robz or WW or a dozen other people on here.

Ed

16
Dominion General Discussion / Fun Kingdom
« on: September 06, 2013, 01:37:57 pm »
Thought I would share this one. Played it random and I think it looks like it was designed:
Moat, Loan, Market Square, Bishop, Horse Traders, Procession, Spice Merchant, Knights, Rogue, Soothsayer,

Only thing that doesn't fit is Horse Traders (But maybe that one if you decide getting to $5 early is important). The rest makes for a really really interesting game with lots of different strategies that show off the effect of the different cards, and trade-offs you need to make at different points in the game.

Ed

17
Dominion General Discussion / Use for Fortress without Trash-for-Benefit
« on: August 28, 2013, 11:31:16 am »
Fortress is fantastic with Trash for Benefit, but otherwise it's generally a simple village (with some defense against trash attacks).

I've found two other uses for it though.

The first is with Lookout.
If you set it up right you can use Lookout to pull Fortress into your hand. Lookout becomes:
- Look at your top three cards, put Fortress in your hand, discard a card, put one on top of your deck (then draw it with Fortress)

It's a fun little combo.

The second I found this morning:
http://dom.retrobox.eu/?/20130828/log.516d0e09e4b082c74d7aacc1.1377703536847.txt

In a game with no +draw it's hard to build an engine. Here there was chapel though which drives in that direction. And then picking up a Forager makes sense to kill the chapel and get some +buys.
The coppers, silvers and spoils had all been trashed and Forager became a 'trash a card, +1 buy, +3$'
Pretty good - excepy by that point I had nothing left to trash.

Enter: Fortress
When I drew Fortress with Forager I could use it without losing one of my (valuable) cards.

Just a small thing I thought I'd share.

Ed

18
Dominion Articles / Short Article on Advisor
« on: August 16, 2013, 07:08:17 pm »
Advisor

The subject of bad advice memes the world over. Advisor is to Lab how Envoy is Hunting Grounds. But where Envoy gives you the best 4 of 5 cards (20% of your best cards), Advisor gives you only the best 2 of 3 (33% of your best cards gone). That difference is as important to how Advisor is played as the extra action is. Read on young grasshopper!


So is Advisor a good card?

Like most cards in Dominion (exceptions: Wharf, Cursers, Goons, etc.) "It depends."

In Advisor's case it depends more than most.

Because you are losing a third of your best cards, one of three things need to be true in order for Advisor to be viable:

(1) The difference between your best cards and your average/bad cards is low (i.e., you have trashed all your bad cards, so anything you draw is pretty good)
(2) Your ratio of good:bad cards is high (i.e., you don't have very many bad cards, or you have a LOT of average/good cards so you rarely get stuck with two bad cards in an Advisor draw)
(3) You have cards that don't care about quality - they just want quantity (i.e., Cellar, Warehouse, Vault, etc.)

Three specific notes worth mentioning:
(1) Cantrips are fantastic.
If your three cards drawn are Spy, Pearl Diver and Menagerie - then there isn't much your opponent can do to stop you from getting two average cards (rather than 2/3 of your worst cards). This also means that Advisors are synergistic: If you draw an Advisor with an Advisor, it makes for a tough call on which card for your opponent to discard (if your deck is well set-up for Advisors then they should likely discard the Advisor...)

(2) "Key" Cards are a bane
If you have a key power card, you can bet your bottom dollar it will be discarded when you play Advisor. The only way you will get it is if you draw it in your initial hand, or you get it with one of your other draw cards. So Advisor works better with cards you want to SPAM (Minion, cantrips as per above, Lab, Wharf, etc.) than cards you want one or two of (Cursers, Tactician (but see special case below), Militia, etc.)

(3) Drawing your deck
One special case to the needing a consistent deck is if you have enough horsepower to draw your whole deck. In this case you play the Advisors first to get as much as you can in your hand, and then finish it off with your other draw cards (you definitely need at least cantrips to make this work). Tactician can help a lot here. If Double Tactician is Kingdom friendly then starting with a ten card hand helps you draw everything a lot easier. Even if your other Tactician is being discarded - it doesn't matter if your other cards can pick it up later.

When to buy Advisor
Usually in the mid game after you've got a deck set up that supports it. At the start of the game you have a bad deck (Coppers and Estates) with a few good cards you have just bought. An early Advisor is a good way to have those key early cards discarded. Wait until you have a high density of valuable cards, or after you've trashed your deck down so the initial coppers and estates are pretty much gone.


The End Game
The other thing Advisor needs is a way to green fast. As soon as you start adding green to your deck Advisor turns into a way to get lots of green in your hand. You need a solution before you start heading down the Advisor path:

(1) A way to handle the green (Crossroads, Cellar, Warehouse, etc.)
(2) A way to avoid greening for a long time (Basically being able to end in one or two mega turns)


Concluding Thoughts
In the right situations Advisor is a Lab for $4 - which is pretty spectacular. You can pick it up with Workshop or Ironworks. Caravan is already a power $4 card and it is nowhere near as good as Lab in most cases. So when Advisor is, it can be bonkers.

In the wrong situation (slogs for example) Advisor is worse than useless. It actually can cause you to miss your best cards and get stuck with hands full of Estates and Curses.


Advisor works with:

Good Trashing
Cheap Cantrips
Spamable cards
Mega turns (including Tokens - see there was a reason Advisor was in the Guilds Expansion)
The ability to draw your entire deck


Advisor works poorly with:

Slogs
"Key Cards" that are significantly better than your average (including many attacks)
Cards you only want 1-2 of in your deck (Sea Hag for example)


Sample Games:
Just one for now: http://dom.retrobox.eu/?/20130816/log.516d0e09e4b082c74d7aacc1.1376692666755.txt

-=-=-=-
Comments welcome and will be included in edits.

Ed

19
Goko Dominion Online / My First slow-roller
« on: August 16, 2013, 02:00:33 pm »
Wow.
What a pain.

When it was obvious I was going to win he started to wait 4 minutes or so before playing his turn. Every turn.

There is a way to block people with the Extension, right? Not that Guest6628.0000 is likely to be around very long.
(He had a good rating too - I assume it was by slow-rolling a bunch of other people who just got tired of it and quit)

Ed

20
Game Reports / Strategy Talk: Finding the un-obvious
« on: August 15, 2013, 03:54:24 pm »
Without giving too much away, consider this board:
Duchess, Fool's Gold, Pawn, Secret Chamber, Develop, Lookout, Rats, Scavenger, Cartographer, Counting House

How would you play it?

The straightforward play is "Fool's Gold with a +buy". Pawn is a weak +buy for FG, but not terrible. Not reason to to open Pawn+FG, try to win the split and then follow the standard FG strategy.

But there is something else in there that is a lot more complicated that may beat the straightforward play.

Can you see it?

I'll post the solution tomorrow or later today.

Ed

21
Other Games / Sentinels of the Multiverse fixed deck card game
« on: August 06, 2013, 05:52:00 pm »
So I stumbled across this game recently.
I was looking at new deckbuilders as I do from time to time (to see if anyone ever develops anything nearly as interesting as Dominion). I heard about Marvel's Legendary. As I read about it I became less and less interested.

But through the process I heard SOFM discusses again and again. It has a lot I generally DON'T like in a game:
- Cooperative
- Lots of tokens
- "Set decks" that don't change from game to game

But there was enough positive feedback, combined with a few things I thought I would like:
- Plays different every game based on the interaction between different hero, villain and event decks
- Has card combos that you can get better at playing
- Supposedly the 'best' of the cooperatives (because each player plays separately with cards only they know about - so no one is 'directing' the game)
- Strong theme that apparently 'feels' like you are playing a superhero fighting a villain


So I picked up a copy. I played a single game last night solo (I played 3 heroes - normally there would be a seperate player playing each one - but since you aren't playing AGAINST someone, it plays very well solo)

I liked it a lot. Enough that I would love to discuss it with people here.
I searched the web for discussion about it (BGG and the company website both have some discussion). The best thing I found was an attempt to create stats for the game (which is hard to do since there is no electronic version yet [apparently coming next year], but people are collecting them manually). Here is there results: http://x.gray.org/sentinels-of-the-multiverse-difficulty-scores.html

First a quick description of how the game is played. Then some thoughts on how it could be made competitive.

How it's played:
(1) 3-5 heroes chosen (usually one per player unless you have 1-2 players)
(2) Villain and environment chosen

Each of the above gets a 'play mat' and a deck of cards

(3) Villain set up completed - they may get to start with a card in play for example
(4) Villain takes a turn: Start of turn effects, draws a card, plays that card, end of turn effects
(5) Each player takes a turn:
- Play a card (some cards have effects when played, some stay in play like Innovation)
- Activate a power (like Innovation - every hero also has an inate power that doesn't require a card)
- Draw a card
(6) Environment turn
- Start of turn effects
- Draw and play a card
- End of turn effects

And just repeat.

Since the cards have effects when played (like Dominion) and when 'activated' (Like Innovation) there are tons of possibilities.

Every hero and villain (and some of the played 'permanent' cards and environment effects) have Hit Points. The general goal is to reduce the villain to zero HP before all of the heroes are brought to zero HP (but obviously lots of variations. In the game I played with the 'basic' villain, we first had to reduce his floating platform to zero HP before we could even touch him. Then when he was reduced to zero HP, he regenerated into a more powerful villain and we had to do it again)

I played three of the more basic heroes (a Hulk clone, a Thor clone and a Captain America-type clone). In addition to normal combos you could expect within the hero decks, there are combos across decks. Which I imagine is even more fun if you are playing as a group and making them happen.

Three expansions (and lots of promo cards) out there (with apparently an extra large expansion coming soon) means for lots of re-play value.

Again: My only real critique is a fundamental part of the game: That it's cooperative so you can't go head-to-head with someone and get better at the game by seeing 'what's possible' (the way I learned Dominion).

So...


Idea for making it competitive:

There are a few half-hearted attempts to do this on the other boards (mixed with people getting mad that it is taking away something fundamental to the game. There was even a comment: "Trying to make this game competitive is like saying, "I would really like to play a first person shooter. Why don't I make Dominion into a first person shooter." - go and play a different game if you want to play competitive."

I doubt I will get that here.

So here was my thought:
What if each player took on multiple heroes (2? 3?)

Instead of attacking the villains they can attack the other player's heroes.

There may need to be some rules on targeting - just like the villain usually does damage to the hero with the higher HP, there likely needs to be a similar rule here (maybe. Or maybe the strategy is to take out your opponents strongest hero first - so you put all your effort into attacking one and leave the others alone?)

In addition, you definitely include the Environment deck - it's throwing things at the players the way it normally does.

The other idea is to also include the villain. That gets a little more nasty, since the villain will be dealing out damage, but no one will be attacking him (most of the time?). It will just make game go faster. And since he usually targets the hero with the most HP, it will counter the players attacking the ones that are weakest.


There have been related ideas listed on many of these boards. The common complaint seems to be:
- If each person takes one hero, then the heroes are very differently powered - and some are really only support roles

I think that's solved through
(1) More then one hero per team - which creates the same support needs as when fighting a villain
(2) Using the "Difficulty scoring system" to ensure that the two hero teams are roughly equal (or you could even use a handicap system to give newer players better odds against experienced players)


Anyway. I like the way the game is set up a lot. I think there is a ton of complexity that can be added to it (or may already have been added - I've only played a small % of the heroes and villains and environments in the basic set - let alone the expansions) and I think it could play really well in a competitive setting.

It's a nice combination of very simple mechanics (play, activate, draw) with a lot of potential layers.


Would love the thoughts of people on here.

Has anyone played it and been disappointed?
Has anyone played it enough to share thoughts on making it competitive player vs player?

(Obviously the combinations are not nearly as wide as Dominion. With 200-Choose-10 you will have more variations than 23 Choose 2-to-5 times 23 choose 1 times 14 choose 1. If my math is right... 2.2x10^16 vs ~500K [with 3 heroes]... But obviously many of those Dominion examples are identical, and the within-deck combos in SOTM can end up playing pretty differently within one 'version')

Ed

22
Game Reports / My first win with a negative score
« on: July 16, 2013, 03:22:46 pm »
Actually a tie, but in Dominion that counts as a win, right?

http://dom.retrobox.eu/?/20130716/log.50a44d70e4b09c3f1c235128.1374002372012.txt

Tough call at the end. I could have picked up a Duchy instead and been ahead by 3, but our decks were so evenly matched and I had just played a lot of my cards. I figured better to take the bird in hand and buy the last two Moats.

What would you have done?

Ed

23
Mega turns are one of my favorite things about Dominion.
With the new cards there are new opportunities.
My first Goons mega turn or HoP mega turn or Bridge mega turn were all pretty cool.

Now I can say I pulled off my first Mad Man mega turn: http://dom.retrobox.eu/?/20130705/log.516d0e09e4b082c74d7aacc1.1373045810293.txt

I wasn't sure if I could do it even up until I was playing it.

The board sure didn't look great for an engine: The only +actions was Border Village, the only draw with Ghost Ship, Embassy and Oracle. The only trashing was Hermit. And the only +buy was the $5 Merchant Guild.

I was getting hammered by Lightbulb all through the game. The only think saving me was Ghost Ship slowing him down (a little) and Silk Roads that allowed the game to be extended a little (and Hermits that could pick up Estates for me to help out SR at the end of the game).

Oracle came in handy after I had turned my Hermits into Mad Men and I needed to get to the re-shuffle fast (basically discard everything, to turn it into an effective 4-card sifter)

I've never purchases so many Border Village -> Gain a silver before (because I needed the actions and had so many terminals)

Fun game. And great to see the power Mad Man can provide in a weak engine.
(Merchant Ship was nice too. Letting me buy three Hermits on one turn and use the tokens from the earlier turns to guarantee I could always pick up Duchies x [number of buys] every turn during the greening phase)

Came down to the wire in any case.

Ed

24
Game Reports / Candlestick Maker Mega-turn
« on: July 03, 2013, 04:33:52 pm »
One interesting thing about tokens is that you can put off greening a lot longer. Especially if you can consistently draw your deck and get enough buys.

Most engines start to fall apart as soon as they start greening. This is true most of all with Scrying Pool engines that need a very high density of actions.

While playing this game I realized I didn't need to green until I could end it all. There was little risk of piles ending, so on turn 16, when I had enough coin to buy 4 provinces I chose not to buy any. Then the turn was still able to draw my deck (even higher likelihood than the turns before) and had enough coin to buy all six remaining provinces.

I think the same may be true for Minion engines. Candle Maker lets you keep building a supply of tokens and you can save up and be relatively sure you can buy multiple provinces later in the game instead of picking them up one by one and watching your engine die.

I see now why DXV calls this the highest skill expansion.


Here's the game:
http://dom.retrobox.eu/?/20130703/log.516d0e09e4b082c74d7aacc1.1372883280723.txt

Ed

25
Game Reports / Rogue shines
« on: July 02, 2013, 05:26:23 pm »
The best thing about being 'back' is playing some of these Dark Ages combos...

Here it was Procession/Fortress to gain Rogues and then play them - sometimes four in a turn.
Turn 17 was a favorite:
- Used Lookout to pull a Fortress into my hand
- Used Procession on the Fortress
- Played four Rogues: Killed and retrieved a gold and a duchy


End of Turn 16
ednever   draws Duchy, Lookout, Gold, Procession, Rogue

ednever: turn 17
ednever   plays Lookout
ednever   trashes Fortress
ednever   discards Province
ednever   places Rogue on top of deck
ednever   plays Procession
ednever   plays Fortress
ednever   draws Rogue
ednever   plays Fortress
ednever   draws Rogue
ednever   trashes Fortress
ednever   gains Rogue
ednever   plays Fortress
ednever   draws Rogue
ednever   plays Rogue
pt6776   reveals: Gold, Province
pt6776   trashes Gold
pt6776   discards Province
ednever   plays Rogue
ednever   gains Gold
ednever   plays Rogue
pt6776   reveals: Duchy, Duchy
pt6776   trashes Duchy
pt6776   discards Duchy
ednever   plays Rogue
ednever   gains Duchy
ednever   plays 1 Gold
ednever   buys Province
ednever   gains Province
ednever   draws Gold, Rogue, Procession, Rogue, Counterfeit


http://dom.retrobox.eu/?/20130702/log.516d0e09e4b082c74d7aacc1.1372800027751.txt


I knew about the Fortress/Procession combo. But Lookout/Procession is pretty nice too and it never really occurred to me.

Also on this board as Feast.
If you were to Procession Feast do you get three $5 cards? Or only two because it's trashed before Procession can trash it?

Ed

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