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Messages - markusin

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1
General Discussion / Re: Final Fantasy VII Remake
« on: April 16, 2020, 01:45:39 pm »
Annoyed that they arenít putting it on Switch; instead I just recently bought regular FF7 for the Switch. Iíve actually never played it before.

Definitely considering doing this myself. I know little about it other than it's extremely highly regarded. So far I've only played FF4 and FF10, and both were decent but neither really grabbed my attention like many others RPGs have done.

I also both X+X2 for Switch; haven't played it yet. VIII is my favorite; and one of my all-time favorite games. It's a somewhat controversial title due to the ways in which it differs from most other entries; but that's one of the reasons I like it so much. I'm not a huge fan of J-RPGs in general, so the changes work well for me. And you can get it remastered for the Switch.

Oh yeah I've been meaning to finish X-2.

2
General Discussion / Re: Final Fantasy VII Remake
« on: April 15, 2020, 02:19:29 pm »
I don't intend to play it, at least not anytime soon (no PS4), but I am curious about how they handle the story and the characters.

3
White cards:

- filling the void in my heart with a new tournament
- new set card name bingo
- a gesture that vaguely looks like a shrug
- a bargain sale
- ironic toiling

Black cards

- turns out handling _ was the bottleneck on the game server.

4
Also is the ironic toiling a reference to ironic tilling from Guilds? Yay for self-referential jokes!

I came here to say the same thing.

I like the new ways to play Dominion that these landscapes introduce.

5
Dominion General Discussion / Re: Menagerie Previews 3: Exile
« on: March 04, 2020, 03:09:01 pm »
Nonetheless, I suspect ignoring it will be the correct play quite often. Coven is a silver for most of the game; if other 5$s are sufficiently strong you should win with them even on a clock and with -10VP.

I don't think you can win on that clock in most kingdoms.

If it was just -10 VP, you could win on that clock pretty often. See Defiled Shrine as a reference. The problem is that the -10 VP comes with 10 Curses - when that hits your clock will get much slower, so you need to be fast.

My first impressions are that Coven will be more skippable than most Cursers, but you still want it most of the time. You probably buy 2 copies ASAP and then build draw around it.

Non-terminal silver is a lot better than curse, and it doesn't even have to be bought, but merely gained. It comes with all those action density or disappearing money synergies too. You have to be certain you can win the province split against the threat of -10 VP, and even then the other player only needs a duchy to surpass a 5/3 province deficit.

6
Dominion General Discussion / Re: Menagerie Previews 3: Exile
« on: March 04, 2020, 08:27:14 am »
Seems like Changeling could be a very useful card with Exiling.

Bounty Hunter seems a bit overpowered to me honestly. Compared to Moneylender, it's nonterminal, can get rid of Estates (while keeping the VP) and while you don't get the cash for subsequent Coppers, that is more than made up for by the fact that you can remove Provinces from your deck later on. And don't even get me started on Shelters/Heirlooms. The card would still be very strong without the +action, so I don't really get why that's there.

More than made up for? On what turn do you expect to gain province and collide it with Bount Hunter? Sure this means you can gain provinces earlier, but then the provinces are back into your deck as soon as you gain another one. Even if you keep gaining back the cards you exile with this to kick them off the mat, this still stacks poorly with itself, meaning you can't go nuts with these for a large part of the game. And the coppers and estates you set aside will come flooding back in case you ever have to gain estate or copper, even if your opponent is responsible for that. Spiking price points early is a key feature of the card, but not completely unseen for $4 or less with Skulk and now Stockpile.

It's a mighty fine card with the +1 action. It would be woefully underpowered without the +1 action. It's priced fine for what it does.

Dang, I missed the "may" on the exile mat. Okay now I am really feeling the Bounty Hunter hype.

The Exile mat says "may" - the Coppers, Estates and Provinces don't have to come back to your deck if you don't want them to (which usually you don't).

7
Dominion General Discussion / Re: Menagerie Previews 3: Exile
« on: March 04, 2020, 08:07:11 am »
Seems like Changeling could be a very useful card with Exiling.

Bounty Hunter seems a bit overpowered to me honestly. Compared to Moneylender, it's nonterminal, can get rid of Estates (while keeping the VP) and while you don't get the cash for subsequent Coppers, that is more than made up for by the fact that you can remove Provinces from your deck later on. And don't even get me started on Shelters/Heirlooms. The card would still be very strong without the +action, so I don't really get why that's there.

More than made up for? On what turn do you expect to gain province and collide it with Bount Hunter? Sure this means you can gain provinces earlier, but then the provinces are back into your deck as soon as you gain another one. Even if you keep gaining back the cards you exile with this to kick them off the mat, this still stacks poorly with itself, meaning you can't go nuts with these for a large part of the game. And the coppers and estates you set aside will come flooding back in case you ever have to gain estate or copper, even if your opponent is responsible for that. Spiking price points early is a key feature of the card, but not completely unseen for $4 or less with Skulk and now Stockpile.

It's a mighty fine card with the +1 action. It would be woefully underpowered without the +1 action. It's priced fine for what it does.

8
Game Reports / Re: Menagerie hype general
« on: March 03, 2020, 08:58:53 pm »
I had a great time with Procession/Fortress/Livery vs. the rat. I failed to notice Wall was there, but hey you can have all your horses run off on the last turn. Just be careful to not play all your liverys on the last turn in a wall game.

9
Dominion General Discussion / Re: Menagerie Previews 1: 5 Cards
« on: March 02, 2020, 10:20:43 am »
I really like the idea of dogs being vanilla +2 Cards with some reaction bonus.

Does this include moat?

10
Dominion General Discussion / Re: Menagerie Previews 1: 5 Cards
« on: March 02, 2020, 09:35:25 am »
I actually have high hopes for Barge. +3 cards +1 buy in one card is great no matter what way you slice it, and buying extras is so good for reliability because even using one Barge for duration draw at the end of a chain will make it very likely you kick off next turn, and you can repeat the process. Just like Tragic Hero, not a card to be underestimated.

I'm somewhat excited for Kiln and Snowy Village, and I enjoy the experimentatjon being done in this set all around.

11
Other Games / Re: Pokemon Sword and Shield
« on: February 25, 2020, 11:03:56 am »
For what itís worth, dealing with IVs and EVs is far easier than ever before. I remember back in Gen 3 using IV calculators and trying to decide how good was good enough. So tedious. In Gen 8 my entire team has perfect IVs (except in their garbage attack stat, where applicable). It look probably about an hour to breed each one, on average. EV training is likewise very fast and I can just level to 50 with all the spare exp candies I have from raids.

Pokemon X and Y let you do EV training very early.

12
Dominion General Discussion / Re: Dominion: Menagerie
« on: February 24, 2020, 09:50:48 am »
So, with Sinister Plot you have to decide at the start of the turn. If +card tokens could be used at any time during your action phase, then before you spend the tokens you can see if the two villages you started with happen to draw smithies, which would make the need for spending the tokens unnecessary. With Sinister Plot you may not be able to take that chance and will have to spend the tokens despite them ultimately not having been necessary.

13
Variants and Fan Cards / Re: ALCHEMY 2
« on: February 19, 2020, 08:53:32 am »
Assistant is begging to be gained to hand, considering that you (under most circumstances) have potion in play on the turn you buy it.

I don't know about Reagent. You have to already have potion to buy yet another option card. Maybe find a way to gain it without actually spending a potion for it, like how Duchess can be gained with Duchy.

Crucible just seems like a more restrictive Apprentice, which is already a part of Alchemy. Apprentice even cares about cards costing potion. Note that because of its potion cost, you don't really get Crucible any faster than you would Apprentice.

14
General Discussion / Re: Random Stuff Part IV
« on: February 07, 2020, 05:35:08 pm »
I was approximately today years old when I discovered that dougz, of Isotropic fame, was also the author of the seminal computer science paper Chicken Chicken Chicken: Chicken Chicken. Also available as one of the best presentations I've ever seen here.

A lab mate had showed the paper to me, and then I was like, wait I recognize that author. I then tried my best to explain how I was a fan of the author's work on Isotropic.

15
Games that lack draw make Academy less favourable compared to Barracks. I guess Barracks also starts working the next turn, whereas you still got to get action cards after getting Academy.

16
Dominion General Discussion / Re: Changeling's on-gain ability
« on: January 24, 2020, 11:09:16 am »
It also counters the Swindler, Embassy and Governor attacks.

On the very rare occasion, it's been known to counter the Ambassador "attack", blocking Ambassador gifting Province to end the game as happened in a particular high profile game.

17
Dominion General Discussion / Re: Changeling's on-gain ability
« on: January 24, 2020, 11:04:44 am »

Are these situations common enough to warrant what amounts to more than half the text on the card?

In short, yes.

I'd go further and say the exchange shenanigans are a more convenient way to get Changelings than actually buying them.

Edit: the other thing is the exchange effect synergizes well with Changeling's on-play effect, allowing you to gain more changelings in an attempt to empty the Changeling pile, since you can exchange the thing you gain with Changeling for another Changeling.

18
Other Games / Re: Slay the Spire
« on: January 17, 2020, 05:43:50 pm »
I must not be cognizant of the nicks and cuts

You typically don't have all your bases covered coming off the heels of Act 1 to get around damage in Act 2 hallway fights. You may however have an efficient means of healing by then.

19
Other Games / Re: Cookie Clicker?
« on: January 17, 2020, 05:18:22 pm »
Also, Antimatter Dimensions is kinda fun; less longevity than Cookie Clicker, but I liked the multiple layers of prestige.

I have completely finished this (all achievements; e4000 EP; etc). You stole over a month of my life.

I guess that's idle games in a nutshell.

Let this be a lesson for all of us.

20
Other Games / Re: Slay the Spire
« on: January 17, 2020, 12:46:11 pm »
There is a new character that just got released on steam.  She has this weird/fun stance switching mechanic, where she changes from very defensive to very offensive.

https://slay-the-spire.fandom.com/wiki/Watcher_Cards

Ah thanks for the heads up. I was waiting for Watcher to get out of Beta before trying her.

21
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 16, 2020, 11:38:56 am »
My guess, based on past sets, is that at least half the cards will be on-theme. Look at the other sets with strong themes: Seaside, Alchemy, Dark Ages, Guilds, Nocturne and the proportions of those that related to the theme.

(Good luck figuring out which cards match the theme of "hinterlands". (-8 )

As for making an animal kingdom, that's already just-about possible: Familiar, Trusty Steed, Rats, Magpie, Wolf Den, Faithful Hound, Goat, Bat, Locusts. You might need to stretch a point and include animal-related things like Wolf Den, Werewolf, Menagerie, Stables, Hunting Party, Hunting Grounds, Wild Hunt, Horse Traders, etc.

Werewolf isn't any less animal related than Bat.


wait do you think a werewolf isn't a person?

The bat is actually the Vampire that transforms into the bat (you can't remove the Bat from the Vampire because Bat is not a kingdom card). Similarly, the Werewolf is a man that takes on a wolf form at night, perhaps depending on the moon. The wolf form is not shown on the card, so it might be an actual wolf or a "wolf-man".

So I say Werewolf isn't any less animal related than bat because both are humanoids transforming into animals.

22
Rules Questions / Re: Cards that move a card twice
« on: January 15, 2020, 06:05:10 pm »
4. A FORTRESS moves trashed card: all other FORTRESSES lose track.

Can you explain this one? Doesn't Fortress only ever track itself? Is there a case where Fortress ever losses track of itself? Trashing multiple Fortresses at once (e.g. with Chapel) should have them all return to your hand no?

I'm using the words in ALL CAPS as types of cards.

2g. FORTRESSES: when-trash abilities that move the trashed card (Fortress, Possession) [Fortress only tracks itself]

So a FORTRESS is a Fortress or a Possession. In this case, Fortress moves itself from trash and Possession loses track, or Possession moves Fortress from trash and Fortress loses track. (Since Fortress only tracks itself, it's not possible that Fortress loses track of another card - including another Fortress - that Possession moves from trash.)

Huh, I must have interpreted Possession and Procession. At any rate I forgot FORTRESS referred to a category.

23
Rules Questions / Re: Cards that move a card twice
« on: January 15, 2020, 05:50:11 pm »
In case anybody's interested and/or has feedback/corrections:

...

4. A FORTRESS moves trashed card: all other FORTRESSES lose track.

...


Can you explain this one? Doesn't Fortress only ever track itself? Is there a case where Fortress ever losses track of itself? Trashing multiple Fortresses at once (e.g. with Chapel) should have them all return to your hand no?

24
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 15, 2020, 05:40:54 pm »
My guess, based on past sets, is that at least half the cards will be on-theme. Look at the other sets with strong themes: Seaside, Alchemy, Dark Ages, Guilds, Nocturne and the proportions of those that related to the theme.

(Good luck figuring out which cards match the theme of "hinterlands". (-8 )

As for making an animal kingdom, that's already just-about possible: Familiar, Trusty Steed, Rats, Magpie, Wolf Den, Faithful Hound, Goat, Bat, Locusts. You might need to stretch a point and include animal-related things like Wolf Den, Werewolf, Menagerie, Stables, Hunting Party, Hunting Grounds, Wild Hunt, Horse Traders, etc.

Werewolf isn't any less animal related than Bat.

Edit: Also, my list had Pooka.

25
Rules Questions / Re: Cards that move a card twice
« on: January 15, 2020, 09:52:28 am »
Throne Room variants kind of belong to the "play and move" category, except that they never actually end up moving the card more than once. They move the card to play, and then attempt to move it to play again. If the card is already in play, nothing happens. If it isn't, Throne Room loses track.

Indeed, you can throne a Crown, and then the first Crown play does something that gains a Mandarin and topdecks the Crown. This will cause the Throne Room to lose track of Crown and the Throne Room won't be able to move Crown back into play on the second play of Crown.

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