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Messages - crj

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1
Dominion FAQ / Re: Playing with 8P
« on: January 23, 2019, 12:25:56 pm »
Tailwind for the leader is a serious problem in Robo Rally at any player count, and makes the game way too luck-dependent.

I could rant at considerable length about Richard bloody Garfield and his bloody game designs with superficially nifty features but stupid, stupid problems that make them almost unplayable...

2
Dominion Online at Shuffle iT / Re: Monastery + Sewers
« on: January 23, 2019, 12:19:52 pm »
I used the "place" terminology because it gets used for quite a lot of effects in Evolution. I guess if trying to formalise it for Dominion, the phrasing would be "whenever instructed to trash some number of cards, you may trash one more". So yes, with Lookout it would be trashing a second of the revealed cards.

3
Dominion Online at Shuffle iT / Re: Monastery + Sewers
« on: January 23, 2019, 11:09:23 am »
Hmm. Now I'm thinking it would have been kinda interesting if Sewers had said you may trash another card from the same place, rather than from hand.  Not sure if, overall, that would have been more or less powerful/flexible.

4
What I was after though, was cards that give you a choice of several cards to gain, and then might fail to gain a copy.
Hunting Grounds?

Or are you looking for specifically the combination of being given a choice of cards and trying to copy one of them?

5
I'm not quite clear what distinction you're making; does Disciple count?

6
Dominion FAQ / Re: Playing with 8P
« on: January 20, 2019, 11:25:32 am »
While Citadel's rules cope with eight players, I wouldn't want to play it that way; I'd get bored between doing things, and the game would take ages!

BoardGameGeek agrees that lower player counts are better.

7
Dominion General Discussion / Re: Dominion trash mat
« on: January 20, 2019, 11:00:48 am »
I don't know how to get trash mats. I will say: if anyone ever made a trash tray, with a lip around the edge, I'd be quite tempted to invest.

Meanwhile, we only have the trash card, not the mat. It's possible to make do: remember cards don't need to sit entirely on it, provided they're associated with it clearly enough that you can tell the difference between the Trash and the Supply. For example, with Graverobber, we put the cards costing $3-$6 overlapping the left third of the Trash card and other cards overlapping the right third, leaving most of the word "Trash" visible.

8
Rules Questions / Re: Shuffling mechanic standards?
« on: January 17, 2019, 01:17:21 pm »
I have four modes of shuffling:
  • 1-5 cards: mix them up a bit then ask a neighbour to do likewise because I literally can't shuffle so few cards without knowing what's where.
  • 6-20 cards: multiple overhand weaves
  • 21-75 cards: riffle shuffles
  • 76+ cards: riffle shuffle sub-decks, regularly interchanging halves between them
Fortunately, that last one is for other games and very seldom comes up in Dominion. (-8

I'm aware of the research which suggests seven riffles for a 52-card deck, and without evidence extrapolate this to riffling approximately an n-card deck approximately sqrt(n) times. When I've had to split the deck up into sub-decks, I make sure each card has been riffled sqrt(n) times.

I tend to cut about 1/4 of the cards between shuffles, just to mix things up a little more quickly.

In practice, when people are playing slowly, I tend to continue shuffling until the player to my right enters their buy phase.

I'm satisfied this is all completely fair, unless using cards from the first printing of Adventures, at which point I subliminally control them to the top of my deck. )-8

(When playing Bridge, I use a dealing sheet - multiple lines, each line consisting of the digits 1 to 4 appearing 13 times each in a properly random order. You roughly shuffle the cards so people don't know what's where, deal according to the topmost unused line, then cross that line out. This is quicker, easier and better than normal shuffling.)

9
Rules Questions / Re: Caravan Guard - Reaction and +1 Action Timing
« on: January 17, 2019, 01:03:47 pm »
Maybe the most plausible way it could matter is if we ever got a card using a Patron-like mechanic which said something like "When something causes you to reveal this, you may convert any number of unused Actions into Villagers".

10
Rules Questions / Re: Caravan Guard - Reaction and +1 Action Timing
« on: January 17, 2019, 10:49:39 am »
To me, it's clear that "+1 Action has no effect" means the text "+1 Action" has no effect, a similar modification to that achieved by Enchantress. "The action you get from +1 Action has no effect" means something different.

The significance of the text being in parenthetic italics is less clear.

Though this is all academic if there's no possible way to make use of that action anyway. And I'm currently stuck trying to figure out a way to play Diadem when it's not your turn...

11
Variants and Fan Cards / Re: Really bad card ideas
« on: January 16, 2019, 09:05:21 pm »
Time is a continuous quantity, so it's impossible to check the time exactly on the hour. $7 for a Ruined Village is, indeed, a really bad card idea. (-8

12
Dominion General Discussion / Re: Shitty Rules Questions
« on: January 16, 2019, 08:53:37 pm »
Incitement - Action, Attack
Each other player either commits a crime or gains a Curse, their choice.

13
Dominion General Discussion / Re: Bane Marker
« on: January 16, 2019, 03:55:26 pm »
I have one, and can confirm it's another card-shaped object.

14
In an Adventures-only game last night, I stumbled upon the cute fact that playing Coin Of The Realm gives you a bit of spending money without precluding buying Alms.

Of course, the turn when you call Coin Of The Realm is another story...

15
Dominion General Discussion / Re: Shitty Rules Questions
« on: January 16, 2019, 12:03:03 pm »
I'm not sure the rules do prohibit leaving before the game is over. Provided you're certain you've already taken your last action of the game? (Intentionally not buying Fleet can help with this.)

16
Dominion General Discussion / Re: Are promos worth it?
« on: January 13, 2019, 06:45:56 pm »
You have to shuffle a deck of 177 cards for Evolution: Climate. When we need to shuffle large numbers of cards like that, we tend to divvy out about 50-70 to each of several shufflers. They shuffle for a bit, then pass half their cards to the left. After we've done that half a dozen times, we deem everything thoroughly shuffled.

17
Rules Questions / Re: Innovation and Haggler
« on: January 12, 2019, 06:55:35 pm »
I play an Archive at the start of my turn (via Piazza).
Interesting. I'd quite like to see an official ruling on that one, too!

18
Variants and Fan Cards / Re: Really bad card ideas
« on: January 12, 2019, 06:53:11 pm »
what's the cost?
It's in the really bad card ideas thread; I doubt it's a good idea at any cost. It could be so swingy and strange that $0 is too expensive, yet $8 too cheap. (-8

19
Dominion General Discussion / Re: Interview with Donald X.
« on: January 12, 2019, 06:51:00 pm »
What's wrong with the Curse cards?
It looks like they use the hyphen-minus rather than the minus sign. Maybe a hyphen. Maybe the "-" and the "1" aren't even in the same typeface.

A hyphen "‐1", a hyphen-minus "-1", and a minus sign "−1" are all different.

20
Dominion General Discussion / Re: Are promos worth it?
« on: January 12, 2019, 06:45:05 pm »
I don't know why you say "random" there
Because I'm an idiot and I meant non-random.

21
Rules Questions / Re: Innovation and Haggler
« on: January 12, 2019, 11:34:35 am »
I assume it's just a slightly colloquial way of saying "once only: when you buy a card..." and applies immediately if it can.

22
Dominion General Discussion / Re: Are promos worth it?
« on: January 12, 2019, 10:35:37 am »
3) Use one card from each pile for randomizers
The trouble with that is it stinks for playing random or semi-random kingdoms. If you ever want to choose a pile, you have to go digging in the randomizers for the missing card. )-8

23
Variants and Fan Cards / Re: Really bad card ideas
« on: January 12, 2019, 10:32:44 am »
Misappropriation
Project

At the start of your turn, gain a Curse to gain a non-Victory card.

24
Dominion General Discussion / Re: Interview with Donald X.
« on: January 11, 2019, 07:32:03 pm »
Curses are allowed to look horrible!

25
What we need is for full colour e-ink displays to become cheap enough that we can afford 300-400 card-shaped ones for a game of Dominion.

Want a supply pile? Just stack at least as many cards as needed and let it morph the bottom n into the required cards, leaving the surplus with red faces so they're easy to drop back in the general stack.

Want your deck shuffled? Just pile up the cards and hit a button. The faces permute themselves without having to move the actual cards.

Give it another decade or two. (-8

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