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1
Dominion General Discussion / Re: Epic Fails Thread
« on: October 04, 2019, 03:47:59 am »
There was the time when I absent-mindedly opened remake, with shelters, poor house, no decent 2ers, and Steward on the board.

2
Dominion General Discussion / Re: Interview with Donald X.
« on: August 27, 2019, 04:51:31 am »
From the Time Machine series, we know about the mechanical stuff you'd change if you had full power to change the already-released, already sold sets.
Is there anything non-mechanical in Dominion that you'd change - or ask RGG to consider changing? I'm thinking about stuff like card names, card art, card sizes, layouts, box size or shape, even marketing strategies, sale model, theme, whatever. For instance, would you change the card backs if you could?
We already know about Harem and the Event back miscoloration blunder. Is there anything else?

3
Dominion General Discussion / Re: Interview with Donald X.
« on: August 27, 2019, 02:39:32 am »
I don't know magic well, but self-milling is discarding your own cards from the deck to get a powerful benefit, right?
Unlike discards in Dominion, discards in Magic are quite permanent.

If so, I think a better comparison might be trash-from-top-of-deck effects, which are some of the most polarising attacks in Dominion.
An analogue of self-milling would then be Leprechaun or Cursed village hitting War or Locusts, which while occasionally hilarious can lead to some negative experiences (I'm still trying to recover from the time I killed my own goat with locusts).
[. .]
In addition, Magic has a ton of reasons why it's good to have more things in your own graveyard, such as cards that give you benefits based on what's in your graveyard and cards that can be played from your graveyard.

I wasn't aware of this, thanks. That being the case, I really can't see the problem with self-milling...

4
Dominion General Discussion / Re: Interview with Donald X.
« on: August 25, 2019, 08:51:00 am »
I don't know magic well, but self-milling is discarding your own cards from the deck to get a powerful benefit, right?
Unlike discards in Dominion, discards in Magic are quite permanent.

If so, I think a better comparison might be trash-from-top-of-deck effects, which are some of the most polarising attacks in Dominion.
An analogue of self-milling would then be Leprechaun or Cursed village hitting War or Locusts, which while occasionally hilarious can lead to some negative experiences (I'm still trying to recover from the time I killed my own goat with locusts).

5
I don't think that Captain is a $7. A simple heuristic is vanilla stuff (sure, there is other stuff like Captain being bad because it is a Duration and misses shuffles and being good because doing stuff at the start of your turn increases concistency). If you play around with it you can easily see that it is weaker than KC. For example Captain-Peddler has net effects of +1 Card, +1 Action, +2 Coins whereas KC-Peddler has net effects of +1 Card, +2 Actions, +3 Coins.

I mean. Sure. But you can't make Captain hit Peddler the second time, and the first is capital-T tricky because you'd need to hit it with a bunch of cost reduction first. Also can you talk through those numbers? I'm not seeing how you're getting them.
Yeah, I meant Poacher, the modern Peddler.

Captainer-Poacher is +1 Coin this turn and next turn it is what Poacher says: +1 Card, +1 Action, +1 Coin
The gross effect of KC-Poacher is triple everything. But you played two cards so you net draw only 1, you had to play an Action to play KC so you only net 2 Actions and you get all the 3 Coins.

Viewing at the net effects of the vanilla stuff never gets the entire picture as it ignores all the important subtleties. But it is a good way to start (in case it is still not clear, when you play a card you gotta do -1 Card and -1 Action to get to the net effects; a cantrip is thus neutral).
This is not sound logic. In order to play KC-Poacher, you need to already have a Poacher, and connect the two. The cost of that is $11 and 2 buys and the cost of connecting.
I don't think you would skip Poacher in either situation, with Captain or KC in the Kingdom. So it is a sunk cost, a decision you made early in the game to improve your economy no matter what.
Anyway, I am totally aware that this vanilla thing is imprecise but it nonetheless illustrates that Captain is likely weaker than KC (impossible to compare Captain with Forge or Expand) and thus priced correctly.
Being weaker than KC doesn't mean that it needs to cost less than it...
Also, you keep ignoring captain's biggest strength over kc, that it doesn't need to collide with anything.

6
Donald (or testers), you mention in the secret history that you didn't want to do the "2$ less than this" thing on Captain, which seems very reasonable. Was "less than Duchy" taken in consideration?

Incidentally,  you hinted at an errata fixing the BoM/Ferry/Captain thing (in addition to using "leaving it there" technology on BoM I assume). Do you already have a fix in mind? I'm having trouble coming up with a simple one, apart from simply blocking BoM-Durations.

7
The skill multiplier means that our ability to predict the outcome of a game with that card, based on the ratings of the players, is that much affected. There's a video by aku chi that explains all of the stats at length; it was way long and I haven't sat through it. markus made the charts and well on the discord you can ask questions about it in #skynet.

It seems clear that there are luck-based scenarios for Smithy, e.g. do you draw it with a village or not, that could affect its skill multiplier. However Laboratory also has a low skill multiplier. So probably a bigger factor is, these cards are so simple. They don't give you anything to finagle well.

Yeah, considering that (if I recall correctly) those stats are built on the top percentile or so of players, we probably can assume that the effectiveness of simple cards like those has already plateaued at top levels. That said, non-elite players have a lot to finagle with there.

The skill multiplier really proxies the question: what cards are top top players using more effectively than slightly-less-top top players?
Looking at it from a different point of view, a card having a low skill multiplier means that to become a top player you must play that card almost as well as currently possible. A higher skill multiplier, conversely, indicates that perfecting your use of that card is important to rise to the top of the top.

Anectodally, I'm sure that that one time I played with Stef, his handling -my mishandling- of Wharf (Skill Multiplier 1.00) was determinant to me being trounced.

8
I'd be amazed if they weren't.
All previous Dominion promos ended up being stocked on the bgg store eventually.

9
Dominion General Discussion / Re: Fix the worst cards
« on: March 11, 2018, 05:59:47 am »
Quote
I like it when Treasure-heavy strategies are occasionally competitive.
...
When people denounce Gold gainers on the grounds that Gold is a bad card to have in your deck, I find myself hoping they're wrong or, if they're right, that Donald does something to fix that. Money ought to stay relevant!

Of course Money is always relevant, particularly Gold: It's always in the kingdom!

Curses are also always in the Kingdom, but in most games they are totally irrelevant.

10
Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 06:09:34 pm »
A cool thing to do with Mine, which alone is probably not enough to make it good, but can make it shine occasionally (and be real fun), is to let it upgrade to up to more.

Transmute could gain a decent action instead of more Transmutes. Or it could cost 4, or both.

Fool could have + or even + instead of the three boons thing. Lost in the Woods is the cool thing about Fool, right?

Merchant Ship is another card that would really benefit from a Buy transplantation. The donor being Wharf, of course.

I've tried Harvest with the topdeck thing and it's still pretty weak, but at least that way it has a role beyond being an emergency have-no-other-choice coin source.

Since "every opponent with at least X cards in hand does this and that" has become common and acceptable, Bureaucrat could get a nonstackable attack with a more exciting benefit. Or a choice. The attack as printed could at least be content with gaining the Silver to hand.

Masterpiece for 2$ would scale better at the low costs, and be just as crazy on the high areas.

Philosopher's stone could be priced at , but I'm not sure it would change much its appeal. At least it's less of a crapshot to get. is definitely my least favourite price point in all of Dominion.

I think Navigator, Harem, Fortune teller, Mandarin, and a few others are ready for retirement. Their fixes already exist.

11
Alas, fooled again!

12
Dominion General Discussion / Re: very short strategy article
« on: March 03, 2018, 09:38:29 am »
I think Donald is coming from a different perspective to this discussion than everybody else. He doesn't want to design strictly better cards, and can change the cost of cards to be tested. So of course he cares about costs.

Pretty much everybody else here spends much more time playing Dominion than designing Dominion (but maybe not as much as the time they spend discussing Dominion). For us, coins are commodity, but we don't set prices. So, I have 5 coins, is there any reason I should consider a Village over the Bazaar? We're not here wondering if the price is right, we just wonder what to buy.

Example: I want to buy a TV. There's one for 100€ and one for 120€.
I might ask the seller: so what are the differences? "TV B is better for this and this reason."
Ok, is there a reason to prefer TV A? "No, not really, TV B is better in every regard".

Also, prices in Dominion work real weird, since you cannot usually save money and often cannot make multiple purchases. It's like buying a TV while knowing that when you get home your partner is going to take all your money from you and spend it all on booze. Might as well get a nice TV then.

The TV maker, at the same time, knows that selling TV A and TV B at the same price would be a disaster, but that's not something the buyer ever thinks about.

13
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 23, 2018, 10:26:08 am »
Quote
Philosophers stone: your decks get pretty big, so this is a really good card.

Actually it's maybe the single worst card in Dominion, besides maybe Transmute.

Harvest begs to differ.

1. Cornucopia : My love for cornucopia is a bit irrationnal. But this little set is very solid. With the exception of tournament, I like every single card in it.

Even Harvest?

Harvest!

No, Harvest is marginally better than Transmute and Phil Stone. Sometimes you just want terminal money, like in a Tac deck for example.

Harvest is the worst man for that job, though. It's expensive, unreliable because of the random draw, and clunky because it needs cards in your deck.

Familiar also makes transmute better, so maybe let's call it a draw?

14
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 12:51:43 pm »
The Hexes are more hurtful than the Boons are beneficial, though. Or at least it seems that way to me.
Yes, but the Hex-dealers suck (apart from Vampire), and the Boon-givers are all kinda good.

Skulk seems good enough.

Strictly better than the #1 Ruin, guys.

I can actually imagine a situation where I'd rather buy Ruined Market than Skulk.

Fair enough.

Once it's in your deck, it's strictly better than the #1 Ruin, guys*.

*except in some last-hex cases, in which your War might actually help your opponents trash their only which happens to be Cursed Gold, and Greed gives them their 10th copper for Fountain, and Poverty triggers their Tunnels, Diplomats, and Horse Traders (is that even possible), and Plague gives them their 15th unique card, and Bad Omens discard a deck full of Green, and I think you've made your point.

15
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 22, 2018, 12:49:13 pm »
Quote
Philosophers stone: your decks get pretty big, so this is a really good card.

Actually it's maybe the single worst card in Dominion, besides maybe Transmute.

Harvest begs to differ.

1. Cornucopia : My love for cornucopia is a bit irrationnal. But this little set is very solid. With the exception of tournament, I like every single card in it.

Even Harvest?

Harvest!

16
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 12:38:08 pm »
The Hexes are more hurtful than the Boons are beneficial, though. Or at least it seems that way to me.
Yes, but the Hex-dealers suck (apart from Vampire), and the Boon-givers are all kinda good.

Skulk seems good enough.

Strictly better than the #1 Ruin, guys.

17
Dominion Articles / Re: Shepherd
« on: February 22, 2018, 12:36:15 pm »
Shepherd is a good Victory sifter that can level up to become nonterminal draw.

I think an article should consider the three different cases:
- Shepherd used as a glorified Cellar
- Shepherd used as support draw
- Shepherd used as your only draw

And of course Shepherd poses two questions:
When is Shepherd good?
When are Estates good?

The article seems to only consider the third case, and doesn't mention how it compares with other sources of draw, which is another interesting question.

18
Dominion Online at Shuffle iT / Re: Idea: Add a card to a rated game
« on: February 12, 2018, 04:44:43 am »
Asking for automatch to work with created tables would be a lot more feasible. I would totally agree with that.
What does automatch with created tables mean? If there are two players at separate tables that want to play their next game with Black Market that they should get matched automatically? In practice, you would wait forever.

I suppose it means that if I create a table with Black Market, I can have people can be assigned to it through automatch.

19
Other Games / Re: Dominion clones
« on: February 09, 2018, 05:38:29 am »
Sirlin is a terrible person.  And sure, judge the person not his works, but his games are non grata because the reason he is a terrible person is because of his terrible actions involving his games.  If Hannibal Lecter's board game existed solely because of his cannibalism, I wouldn't play it even if it was the most finely-designed deckbuilder of all time, because I would be encouraging and subsidizing terrible behavior.

But they also happen to be terrible games, though, which makes it all much easier.  They fall into that particularly pernicious modern cluster of games designed by people who are excellent at marketing but not excellent at design.  See, e.g., Secret Hitler.

I read the rules to Secret Hitler and they seemed an overly complex version of the Resistance, but I've never played it. What's up with that game?

I feel like your description fits perfectly the "Tiny Epic" series, though. I've only played Kingdoms, but it was a sad underdeveloped clunky thing.

20
Other Games / Re: Dominion clones
« on: February 08, 2018, 03:54:53 am »
I wouldn't consider Concordia a deckbuilder. You are technically building a deck, but the fact that you draw it all at once and you can trigger your "reshuffles" with an action makes it work completely differently than pretty much any other game mentioned here.

21
Other Games / Re: Dominion clones
« on: February 07, 2018, 06:21:05 pm »
A thread like this must definitely mention Japanese French maids.

I have played a number of deckbuilders, but the only ones I'd consider Dominion clones are ascension and star realms (I've never played tanto cuore).

It felt like both missed the point by a mile, but at least star realms was playable.

22
Other Games / Re: Luciferous' Temporum Client
« on: February 02, 2018, 05:08:09 pm »
I have pubblicized your implementation on bgg here:
https://boardgamegeek.com/geeklist/140673/item/5937280#item5937280

I assume that's fine for you? :)

23
Dominion Articles / Re: Archive: Learning to Work with What You’ve Got
« on: February 01, 2018, 07:29:38 am »
Archive is not a whole lot better than Pearl Diver with Plan on it

this disease won't stop until the entirety of F.DS is consumed, will it?

It's exactly like gaining a Rats and then using Balls to gain Secret Passages and Heralds, but the Secret Passages can only target Rats and put them in the second position, and for some reason you have to play all your Heralds, and your opponent is sending you Ghosts and Golems with Masquerade, and you are using 1st edition Throne Room, and your name is Lord Rattington, if you see what I mean.

24
I meant on-play, yeah. I should really start proofreading my posts before I hit the send button...

25
Cursed Village / Torturer

Cursed Village / Torturer engines really don't do that much because CV is a superlative counter to discard attacks (probably the best).

Counter: This isn't really an antisynergy because any draw-to-X counters any discard attack - we knew this already.

Counter to the counter: This is a special case because CV is something you could use to build a torturer engine. Library might be a good defence against torturer chains but it won't let you play any yourself. Nobody builds a library / torturer deck. But because CV is a ruddy good village, it's a good candidate for building a torturer chain, and also a superb way to defend against one. For me, this counts as an AaPHCA-S.

Also I hexed myself war which trashed one of the two torturers I had and that's not an AaPHCA-S, just a risk of using CV, but it did anger me somewhat.

Cursed Village does not really play optimally with Torturer as in most cases all CV after the first might as well have been Necropoles. Also, both cards are competing for the $5 purchase slot. Of course theres a better chance to start the Torturer chain after the first CV play, but all in all I'd rather have good old Fishing Village to complement my Torturers.

Nice complements to CV are cards that supply what CV does not: Vaults, Storerooms or Horse Traders. They enable your hand to breathe in and out and generate $$$ in the process.
Well there also Secret Chamber!

Notice that vault's on-gain is actually super useful for your opponent in cursed village games. That could annoy you, and even harm you.

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