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Messages - DLloyd09

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1
Puzzles and Challenges / Re: Easy Puzzles
« on: June 29, 2016, 11:12:51 pm »
Kingdom contains Baker. Events: Travelling Fair, Advance

T1: 5/2 opening, using coin token buy Travelling Fair, then Rats, topdecking Rats.
T2: Buy Advance. Trash Rats.

Edit: sniped (mostly)

2
I'll take a look at the veto logic for the next release. Thanks for letting me know about the issues.

Just so you know, I probably won't get to look at anything until after the wedding this coming weekend.

Thanks! I do like the interface and rule selection a lot. Congrats on your wedding!

3
I am 100% never the guy arguing that "everyone can access it thus it's not broken."

Sorry, bad quoting. That was more responding to Chris is me. I'll edit my post to make that clearer.

Like, at that point why not start each game with 7 Platinums and 3 Colonies?
Donate pushes skill; starting with 7 Platinums and 3 Colonies pushes away from skill.

As always, feel free to hate cards for whatever reason and not play with them for whatever reason. I'm not trying to talk anyone into liking Donate.

Fair response! Thanks for hearing me out.

4
I don't understand. Even if Donate is extremely powerful, both players have universal access to it. You can buy it with zero money on the table and at any time in the game. I don't see how it could be broken, just super powerful for both players.

Just because everyone can access it doesn't mean it's not broken--at least as I construe what it means to be "broken", which is a card that is wildly imbalanced.

To me, Donate is that Event that means the better player will win. It reduces luck more than any other uh card-shaped thing. It's all about having a better plan for how the opening turns will unfold.

So, the idea that Donate is "broken," well you have to explain what it means to be "broken." I think you can argue that Dominion is best with a certain amount of luck, and Donate is over the line there, it reduces luck too much. Complaining about its power level doesn't make much sense to me otherwise.

For the amount of power Donate offers, it doesn't seem to have a cost that's aligned. You derive an instant amazing benefit at the expense of to deal with on your next turn(s) (and more realistically it's or since you'll pay down some of the debt immediately). I don't think, for example, that one should create a card that costs that reads "+6 Cards, +4 Actions, +3 Buys, +, +8" and then claim "well, it's not really 'broken' because everybody can afford on Turns 1 and 2, you just object to the card's power level." (other card design principles aside, this is what I feel Chris is me's response inevitably leads to)

I didn't resign because I would have lost--though I probably would have, my husband is a better player than me--I resigned because the end was so inevitable and ridiculous the second Donate was purchased that for me it sucks all the fun out of even playing. Even in games when I lose I still have fun, but when Donate is on the board the Kingdom itself feels like it becomes almost irrelevant and the game degenerates into a race; in my opinion, it's a race to the bottom. I feel this way about almost any Kingdom where there is one clear strategy, it's just less enjoyable to play; much more fun is seeing how two divergent strategies play out.

Donate seems to be the biggest manifestation of this issue for me. It becomes a "must-buy" for everyone and it makes deck management irrelevant. "Am I going to line up my Curse with my Chapel? Have I put myself in a position where I'm pretty likely to end up with a total cost of among cards I no longer need so that I can Forge them into a Colony? Aww, screw it, now I can just get rid of all the stuff I don't need anymore indiscriminately instead of cleverly!" Like, at that point why not start each game with 7 Golds and 3 Provinces?

Hm, maybe my gripe really is just with the mitigation of luck. Luck isn't a huge element of Dominion, but the fact that it lingers on the sidelines is part of what makes the game interesting.

I could probably go on, but I'd mostly be repeating the same thoughts using other examples. This was posted in Semi-Interesting moments and it seems I've sparked a discussion that is more than semi-interesting. Sorry, folks!

5
Can you look at the cards under Empires and take a look at the Catapult/Rocks card (if the Empires set is collapsed, click the right arrow to expand it so you can see each card setting). The only thing that explains both the frequency of Catapult/Rocks and the inability to veto it is if the card is set to always appear. To the right of the card, you should see an orange shuffle icon (two arrows that cross in the middle). If you see a green star, the card is set to always be selected. Either click on the icon to navigate through the choices or click the card to bring up the frequency window where you can modify it via the drop-down window.

Let me know if you run into any more problems after trying the suggestions above.
Thanks for responding! I see the orange arrows/shuffle icon next to Catapult / Rocks, and its Weight is 10.

I just did another shuffle and this time I actually didn't get Catapult / Rocks (!), but I cannot veto any of the Empires cards on the selection. I'm assuming this is because I have it set to 3+, and there are currently exactly 3 cards from Empires in the set of 10. It seems that the app doesn't recognize that it could just replace the struck Empires card with a different Empires card?

(Edit: When there are 4 Empires cards chosen with the rule set to 3+, I can indeed veto.)

Also FWIW I made the Black Market range 20+, but still experiencing the same behavior.

6
You didn't ban the Page Line or Possession?

Possession can be annoying, but it's hardly as busted as Donate. And what's wrong with the Page line? Champion? At least by that point, it's been about 12 turns and the game is typically on its way towards the end.

We've come close to banning Rebuild, but I enjoy the challenge of trying to find a way to beat it on a given Kingdom. I just don't foresee having the same feeling towards Donate.

7
Donate + Fool's Gold; or, The Time I Resigned on Turn Five

(seriously, Donate is so incredibly broken it's not even funny. Might be the first card I ban from hitting the table.)

8
I may be using the app wrong, but I'm finding a big problem with using it--so any help would be appreciated.

The only "Traits" I have set right now that I could see possibly impacting anything are:

Events - Landmarks 1-2
Attack Cards 0-2
Black Market Range 150+

Everything else in "Traits" is a 0+ (thumbs up).

In "Cards" everything is "Weight: 10, 0+ (thumbs up)" except for Empires, which is 3+ instead of 0+. Every single time I shuffle to get a set of cards, "Catapult / Rocks" is included, which is highly, highly unlikely. And, the last time I shuffled a Kingdom I tried to remove it, and I was told that "no valid card exists to veto" which is obviously untrue where there are 250 other Kingdom cards to choose from. Has anyone else experienced anything like this, or could help me figure out what I'm doing wrong here? Even if I switch all of the other traits to (thumbs down), the effect seems to be the same.

In the feature request category: Is there a way to track, with app caching or whatnot, which cards have already come up in the randomizer? One of the features I like about Randominion is that you'll go through as if it's the randomizer deck, until you run out. Here, I see the same cards come up a lot (the Catapult / Rocks thing aside) before I see others at all.

9
Other Games / Re: Arkham Horror
« on: June 18, 2016, 09:44:30 pm »
We'll play it occasionally, but find that it doesn't play particularly well with two people--it just feels too difficult (not that it's supposed to be easy). So when we do play, we actually each take two characters and play with four-player rules and find it's a lot more fun.

10
I got my card dividers from SpielGeek last night... now I just need the actual game to get there today!

11
CSI now has it in stock. I wrote to them just a few minutes ago to ask if there was an estimated shipping date, and they wrote back extremely promptly to say that it was being shipped out today, so hopefully I'll have my hands on it on Monday!

(Edit: FedEx says ETA Tuesday, not Monday)

12
Dominion: Empires Previews / Re: Empires Rulebook
« on: June 08, 2016, 09:39:47 am »
In hindsight, I kinda expected there would be more Debt cards and less vp stuff. I'm not complaining, though! :)

I hope if we're lucky enough to get more expansions it's a mechanic that gets further explored. I know that's less likely given the physical requirement of the tokens, but I feel like there's a lot more that can be done there!

13
Dominion: Empires Previews / Re: Empires Rulebook
« on: June 07, 2016, 06:13:57 pm »
Did anyone else notice that on the second page of the rulebook it says (emphasis mine):

Dominion: Empires is an expansion, and cannot be played by itself; to play with it, you need Dominion or the first edition of Intrigue, as both provide the Basic cards as well as the full rules for setup and game play.

Seems to suggest that when the next printing of Intrigue occurs it may just be a regular expansion and not a standalone set.

14
Dominion: Empires Previews / Re: Empires Rulebook
« on: June 07, 2016, 03:32:25 pm »
Wow, this is the first set with no blank cards, right? Making use of every last card.

Alchemy, Cornucopia, and Dark Ages also had no blanks.

15
Rules Questions / Re: When does "no visiting" apply?
« on: May 18, 2016, 12:48:28 pm »
I believe the No Visiting rule also applies to:

Artificer
Bag of Gold
Beggar
Bureaucrat
Explorer
Ill-Gotten Gains
Graverobber
Tournament
Trading Post
Treasure Map

?

16
Dominion General Discussion / Re: Interview with Donald X.
« on: May 17, 2016, 02:42:48 pm »
I understand if you can't answer this, but:
is any dominion promo going to come out within the next few months? I need to get my Pathfinding bgg order to the minimum of 5$ and I can't find much that I'd really like from the store.

"Tough luck" is an acceptable answer.  :)

I had the same problem and got the Troyes cards.

17
Stockpile
Action - $5
---
Reveal cards from the top of your deck until you reveal a Treasure, an Action, and a Victory card, setting the first of each aside as you reveal them. Play the Action. Place the remaining set-aside cards into your hand. Discard the other revealed cards.
I like the idea but digging for one of each is weaker than Smithy as Victory cards are dead and an ordinary deck has a higher density of Treasures and Action than of Victory cards.
I am also not sure about how this interacts with hybrid cards. Do you e.g. stop after you have drawn a Silver and an Island because the Island satisfies both conditions?

Yes, Silver and Island would satisfy all three categories. Ditto for, say, a Crown and a Province. This could actually be a corner case where Crown could be drawn dead, but it's similar in spirit I guess to what would happen with it and Golem.

If you draw Crown, Pearl Diver, and then Island, which one do you play?

Ooh great question. Every instinct tells me Crown, though obviously as currently worded it's not quite tight enough. The Pearl Diver would be discarded and the Island should be put in hand, perhaps to be Crown's target.

Edit: On second thought, this poses a slightly different question. Should the Island be discarded because it is the second-drawn Action or kept in hand because it is the first-drawn Victory card?

18
Stockpile
Action - $5
---
Reveal cards from the top of your deck until you reveal a Treasure, an Action, and a Victory card, setting the first of each aside as you reveal them. Play the Action. Place the remaining set-aside cards into your hand. Discard the other revealed cards.
I like the idea but digging for one of each is weaker than Smithy as Victory cards are dead and an ordinary deck has a higher density of Treasures and Action than of Victory cards.
I am also not sure about how this interacts with hybrid cards. Do you e.g. stop after you have drawn a Silver and an Island because the Island satisfies both conditions?

Yes, Silver and Island would satisfy all three categories. Ditto for, say, a Crown and a Province. This could actually be a corner case where Crown could be drawn dead, but it's similar in spirit I guess to what would happen with it and Golem.

19
Stockpile
Action - $5
---
Reveal cards from the top of your deck until you reveal a Treasure, an Action, and a Victory card, setting the first of each aside as you reveal them. Play the Action. Place the remaining set-aside cards into your hand. Discard the other revealed cards.


20
Dominion: Empires Previews / Re: Empires Bonus Preview #5: Castles
« on: May 13, 2016, 02:27:24 pm »
Un. Believable.

21
Dominion: Empires Previews / Re: Empires Previews #5: Events
« on: May 13, 2016, 12:19:46 pm »

Edit: deleted

22
Dominion: Empires Previews / Re: Empires Previews #4: Landmarks
« on: May 12, 2016, 12:39:12 pm »
Art Criticisms:
Battlefield and Wolf Den look horrendous. This expansion seems to be half great art and half horrible art IMO.
Fountain looks good, but it could have a little more focus on the fountain itself.
Tomb and Keep look AMAZING! Would have expected nothing less from their artists.

I'm sure it's just an image quality thing, but Battlefield looks like they're floating in the sky fighting, or standing on a cloud, because of how little of the ground you can see.

Anyway, yeah... this set shakes things up in so many interesting ways. Now I'm even more disappointed it's been delayed a week!

23
This set is blowing my face off.

24
Puzzles and Challenges / Re: Easy Puzzles
« on: August 31, 2015, 09:00:06 pm »
Should that *how* be a *why*? Because the *how* seems obvious... you did nothing to stop the Curse.

Anyway, Curses are the third pile and you have 9 or 14 other unique cards in your deck, so the Curse boosts your Fairgrounds up enough to be worth more than your opponent could score this turn.

25
Rules Questions / Re: Warrior Clarification
« on: August 10, 2015, 05:38:36 pm »
Thanks! That seemed the most likely result, but just wanted to be sure!

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