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Messages - Cave-o-sapien

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1
I can always tell which cards are from the new expansion. They're the ones in the untarnished sleeves.

But, honestly, I think there are more important things to worry about, like talking to the people you're playing with and having a good time.

2
It could be worse, the card backs could all say 'Deckmaster' on them.

3
Tournaments and Events / Re: Renaissance: The Tournament
« on: November 16, 2018, 04:36:04 pm »
singletee 3-2 Darkness

20370973 singletee
20371788 singletee
20372182 Darkness
20372617 Darkness
20373019 singletee

For a moment there I thought I might have a shot tomorrow.

4
Dominion: Renaissance Previews / Re: Secret History discussion thread
« on: November 14, 2018, 07:21:13 pm »
Not all Projects are pure upside, but I didn't spot any in the long list of outtakes. I understand it is partly because in-game downside effects are often missed, but some end-of-game condition (like a gentle version of a Wall, maybe a ditch) could have been considered, and I wonder why it wasn't.
I'm not sure what you mean, but I specifically tried to have Projects not overlap much with Events and Landmarks. So no VP Project, no Projects you buy repeatedly.

Cathedral seems like it's not "pure upside".

Otherwise, the big downside to Projects seems to be the same as many things in Dominion: buying one when you should have bought something else.

5
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 12, 2018, 10:54:29 pm »
The beauty of having a ban list - or playing irl where everyone has it - is that there can be cool fun cards like Peasant and King's Court and people who hate them don't have to play with them.

It also means you can take a break from those cards, then realize you miss them, and enjoy them again.

6
Maybe the 24 cards in Renaissance are correct and it's all the rest that are wrong.

7
Dominion: Renaissance Previews / Re: Renaissance 'canon'
« on: October 05, 2018, 12:14:19 am »
Priest is more corrupt than the Bishop. He steals more money for you and does nothing to help his fellow man.

8
Experiment + Devil's Workshop

Buy an Experiment, gain two of them, and get an imp from Devil's Workshop

The other nice thing about this is that your Imps can repeatedly play Experiments.

9
Dominion General Discussion / Re: Ununtrashable Cards: The Complete List
« on: September 30, 2018, 04:40:00 pm »
I remain surprised there's never been a cost increaser in Dominion. I mean, as an attack that stacked it would clearly suck majorly, but that's not the only thing which could be done with such a mechanic.

I think this idea has been tried in testing, but has ultimately ended up as a variant on cost-increase such as Cutpurse or Bridge Troll.

(Source: secret history of Bridge troll)

10
Most of the obscure bugs are known about, and are just a much lower priority than the other work. And in most cases, what people would encounter aren’t actually bugs at all, so I don’t think this would help. They don’t have the problem of not enough things to do.

Then we put a bounty on determining which of the reported bugs aren't actually bugs.

11
Maybe errata is the wrong word, call it a clarification if you prefer. There have been clarifications printed on particular card interactions in the past.

I think it was clear what you meant. The rulebooks often handle cases like this; we'll just have to wait and see if the Renaissance one does. It seems likely.

12
Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: September 30, 2018, 01:57:07 pm »
Cool, I never knew that you designed fans!

I will forgive your ignorance out of sheer habit.
And let me just say, that sheer habit is quite fetching.

Nunnery project all-but-confirmed.

13
Man, these projects range from very minor minor (fair, star chart) to totally game warping (innovation, citadel). Idk how I feel about that

Silos seems the most niche to me so far.

Star Chart is really good.

14
Dominion General Discussion / Re: Ununtrashable Cards: The Complete List
« on: September 30, 2018, 01:45:17 pm »
Of course, which cost reduction like Bridge and Highway, this meant that any cards costing $3-$11 (i.e. $3+ with no potions) could be retrieved from the trash.

It would be possible to retrieve cards costing much more than $11 from trash if they existed.

15
Tournaments and Events / Re: Renaissance: The Tournament
« on: September 23, 2018, 09:18:17 pm »
I'd be interested in playing if you expand.

16
Something art-related would be apropos (paintbrush, artist's palette, music note).

How about a fleur-de-lis? I'm not a history buff, so that may not even make sense with the time period.

My money is on a palette.

17
Rules Questions / Re: 5-6 player number of cards.
« on: September 22, 2018, 04:45:02 pm »
It matters if a Treasure pile runs out, it has an effect on various cards and contributes to ending the game. But the intention is to mostly have them not run out. If it had been a computer game from day one, they would have been infinite. So, just have enough Treasures for 5-6, and don't worry about having a particular number.

I would miss Beggar/Tower.

18
Dominion Articles / Re: Chariot Race
« on: September 20, 2018, 02:52:33 pm »
  • This is missing discussion of the variance of Chariot Race. I think this is important. If you have 3 Chariot Races and your opponent has 7, then their average VP per turn may not be much larger, but it comes in big bursts that can quickly change who has the VP lead in the endgame. This makes Chariot Race a better pickup when you're behind. It also means you need to be more careful about VP leads than you normally would be.

I think this is a crucial aspect of the card (and incidentally, probably why some people dislike it).

19
Dominion General Discussion / Re: Dominion Log Statistics
« on: September 18, 2018, 03:11:51 am »
What is very interesting to me is that a lot of trashers have negative gain advantage. Amulet is at -11%, Raze even at -18%, and Chapel and Steward both at -4% (numbers where only 1 player gains it). That seems to indicate that trashing is overvalued in the current metagame.

Or people are choosing the wrong trasher when presented with several options.

20
Dominion General Discussion / Re: Kingdom Randomizers
« on: September 12, 2018, 05:45:24 am »
Randominion is an iOS app that was just updated/overhauled. It includes Nocturne

21
Dominion General Discussion / Re: Sloggiest cards?
« on: September 11, 2018, 08:04:31 pm »
Avoid any card that requires a lot of shuffling or synchronous shuffling.

For example, I have to wait to resolve my Jester until my RHO, who just finished her turn, has shuffled her deck.

Choose a card at random from your right-hand opponent's incompletely shuffled deck. Declare that the top card, resolve Jester, then they can keep shuffling.

My RHO doesn't believe that is equivalent, despite my best efforts to convince her otherwise.

22
Dominion General Discussion / Re: Sloggiest cards?
« on: September 11, 2018, 06:39:58 pm »
Avoid any card that requires a lot of shuffling or synchronous shuffling.

For example, I have to wait to resolve my Jester until my RHO, who just finished her turn, has shuffled her deck.

23
Puzzles and Challenges / Re: Easy Puzzles
« on: August 23, 2018, 12:37:53 pm »
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
There are a couple of three-letter things (Tax, Bat, Spy, Imp...) which seem obvious, so I assume the answer to this should be something with 1 or 2 letters. I can't think of any 2-letter named thing though... Ox seems like something that might one day be a Dominion card.

Inn seems like the shortest, simplest name.

24
Dominion Articles / Re: Feodum
« on: August 22, 2018, 02:06:18 pm »
Maybe mention Conquest?

It can be a Silver-gainer (to complement other gainers) for going after Feodum points OR Feodum trashing can be a means of generating more Conquest points.

25
Dominion Articles / Re: Groundskeeper-- Draft
« on: August 22, 2018, 12:58:39 pm »
If you take nothing else from this, understand that we’re talking about specific situations where Groundskeeper is weak, and you need to look for reasons not to buy it-- most of the time it plays a pivotal role in the game’s outcome and shouldn’t be ignored.

I like this point -- and think it's one of the most important for the crowd that already accepts that GK is powerful -- but it doesn't seem to match the subheading.

Perhaps you should change the subheading to "Signs to Not Go for Groundskeeper"?

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