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Messages - GendoIkari

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1
Dominion General Discussion / Re: Tom Vasel Nocturne Review
« on: Today at 01:55:16 pm »
He's always been very imprecise when talking about rules or mechanics. He's giving what feels like a very general overview; not only in terms of his opinions; but in terms of how the game works. Oftentimes it has been wrong to the point of annoying. I seem to remember him using words like "Gold" and such as a stand-in for the currency you spend when you buy stuff; but I can't remember the specifics.

2
Other Games / Re: Breath of the Wild
« on: Today at 01:09:59 am »
I specifically didn't mention that because I was avoiding spoilers, and he clearly doesn't have Stasis+ yet as he's only in Kakariko.

 :-[

3
Other Games / Re: Breath of the Wild
« on: December 15, 2017, 08:16:20 pm »

Stasis can be applied to almost anything that moves that isn't a living creature. I haven't really noticed any inconsistencies with it.


That isnít a living creature? Did you not get stasis+?

4
Other Games / Re: Splendor
« on: December 14, 2017, 03:35:05 pm »
So I just played a 3 player against 2 computers.... I won with 15 points, 12 cards, 1 noble, on turn 26. So yours was faster, but not by a huge amount. Still seems weird to spend 17 turns just taking chips... how do you not constantly hit the 10 chip limit?

I do constantly hit the 10 chip limit, but that's fine. It's better to return one or two (sometimes even three, but that's usually the point at which I realize I made some mistake earlier) chips than to waste a turn buying a card that I don't need.

My strategy seems to align closer to Gendo's. I can't imagine how Awaclus's strategy can play out in practice without reserving cards somehow being key to ensure the cards you want are not denied by opponent's.

Yeah, reserving cards is key. It's important that you have the cards reserved so that you don't spend turns preparing for something that ends up not being available after all, and you also need the gold chips to buy the expensive stuff. Generally I will reserve a card and the card that it ramps to before I start gaining chips to play the former.

Oh yeah, this... I tried a couple games against the AI (the official app) trying to play the way you describe... saving up more chips, not buying cheap cards that don't help, etc... wasn't ever able to win. Obviously I'm not doing things right.

5
Dominion General Discussion / Re: Interview with Donald X.
« on: December 13, 2017, 02:40:46 pm »
How come many apparently simple potential card names haven't been used yet, when so many more obscure words and phrases have seen the light of day?

Looking back at the outtakes there are a bunch of names like Cavalry, Servant, Battlements, Barbarian, Butler, Poison, Academy, etc. which you were once considering.

Also, statues have been mentioned in the intro text for two expansions now, but we still don't have a Statue, let alone one that comes to life. (-8
The goal is never "make sure I get these simple potential card names used." The goal is always to have names that fit the cards and expansion well. So I mean. There's no mystery here.

As noted Guardian is a statue that comes to life.

But it's not made of baklava, which is only slightly disappointing.

??

6
Variants and Fan Cards / Re: Kontor
« on: December 12, 2017, 04:05:05 pm »
The draw seems too explosive. Just play 2 of them per turn, and you start your next turn with +4 cards. It sounds like it will let you draw your deck really easily.

7
This may have already been discussed in this thread and I missed it, but if Ghost Town is your only village, you probably want to balance them evenly every other turn.

I had a game in which I had 6 GTs and several Wild Hunts; before I got smart I fell into a pattern of 4 GTs one turn/2 the next. I did better once I opted against playing one of the 4 and went to 3/3.

Isn't this mostly true about all Duration cards?

8
Other Games / Re: Breath of the Wild
« on: December 12, 2017, 12:14:29 pm »
So the new update is out now. I haven't started it yet; but probably will next week.

9
Dominion Online at Shuffle iT / Re: Does a resign count as a win/loss
« on: December 11, 2017, 11:25:30 pm »
Thanks for the explanation - all is clear.

That behaviour does surprise me, though. If one player in a multi-player game resigned, I think what I'd have expected would be for the game to continue with them replaced by a bot, then for them to be treated as having come last in the final scoring whatever happened subsequently.

Then again, I'm also a bit surprised by the ranking model. By my understanding of your explanation, you break even if you come second in a three-player game, and coming last is significantly worse than coming second? In RL games, we find it much more interesting to seek the death-or-glory lines of play if we're lagging, which that scoring system would seem to discourage.

(I may be unusual in having 3 rather than 2 as my preferred player count for Dominion.)

Yeah, I highly disagree with the notion of ranking any position beyond "winner" vs "not winner". The rules of Dominion don't provide anything about "the player who has the most points other than the winner at the time the game ends comes in second place".

If player A wins, I don't think whether B or C had more points is very relevant in deciding which of them deserves second place. Maybe if A hadn't won when he did, B was going to megaturn and buy all the Provinces right then. Or, maybe C played poorly and never trashed his starting Estates, while B actually did. And A managed to end the game extra quickly right before B or C started to green. It just doesn't make sense to me to reward C in either of those cases.

As the old saying goes, the object isn't to have the most points when the game ends, it's to end the game while you're ahead. Rewarding second place better rankings based on point total at the game end makes it seems as though the object in Dominion is to get as many points as possible.

10
Dominion Online at Shuffle iT / Re: AIís whims
« on: December 11, 2017, 10:39:50 am »
I think I've found a new way to pin the rat.

Code: [Select]
j plays a Vault.
j draws 2 Vaults.
L discards a card and a Copper.
L draws a card.
j plays a Vault.
j draws a Vault and a Border Village.
L discards a card and a Silver.
L draws a card.
j plays a Vault.
j draws a Vault and a Border Village.
L discards a card and a Silver.
L draws a card.
j plays a Vault.
j draws a Silver and a Relic.
L discards a Copper.

Lord Rattington always discards when you play a Vault. Always. If you play your 5th Vault in a turn, he'll discard his last card and not draw any replacement. If you discard your 6th Vault in a turn, he'll slow play you while he tries to figure out how to discard when he has no cards in his hand, and you are forced to resign.

Not sure if the issue has been fixed where 1 too many Vault plays locks you out.

11
Rules Questions / Re: Introducing a new rules document
« on: December 09, 2017, 11:17:34 am »
Extra turns happen after Mountain Pass and Donate.

Is there an underlying rule that makes this true? On the surface, it appears to be 2 different "after this turn" effects, so you would get to choose.

12
Dominion Online at Shuffle iT / Re: Does a resign count as a win/loss
« on: December 07, 2017, 03:12:41 pm »
Worth noting that in some games like Go and Chess, resigning is considered a quite normal part of the game, and is even considered rude to refuse to resign after you know you won't win.

With board games in general, resigning is not common; because it's generally a social activity. I don't expect people to resign when playing something at my game nights. But online Dominion is more of a competitive scene than a social one, and as such, resigning when you're going to lose anyway is perfectly normal.

As others have said, resigning counts fully as a loss (and a win for the other player).

13
Feedback / Re: Firefox Add-on for f.ds!
« on: December 06, 2017, 01:13:52 am »
Version 1.15 update: Added Nocturne support for auto-link. Also updated the way auto-link gets the list of cards so that in the future, adding new cards won't require a new update to the extension. Fixed bugs with rollover images for cards such as Horn Of Plenty, Salt The Earth, etc. Made it so that "Inherited" auto-links to "Inheritance" just for fun.

This version has been submitted to Firefox for review, so hopefully it will be public really soon. I don't even know how the update process works for Firefox; hopefully it will just automatically detect an update?

*Edit* Oh cool, reviewed and approved already! https://addons.mozilla.org/en-US/firefox/addon/f-ds-extension/

Version 1.16 now released; minor bug fix.

14
Feedback / Re: Chrome Extension for f.ds!
« on: December 06, 2017, 01:07:18 am »
Version 1.15 published! You can now read the Secret History of Nocturne, and use auto-link to actually see what card is being talked about! (For those of us who haven't memorized all the new cards yet).

15
Feedback / Re: Chrome Extension for f.ds!
« on: December 06, 2017, 12:25:07 am »
Testing my Nocturne update, don't mind me.

Miserable
Palace Skulk Will-o'-Wisp, Zombie Spy, Wish, Wishing Well

Horn of Plenty

Lost in the Woods
Salt the Earth

Inherited Baron.

16
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 05, 2017, 11:21:06 pm »
A compromise option would be once per shuffle with a maximum of one per turn. It's less elegant, though. And "at the end of your turn, if you shuffled this turn", which is more or less the same but prevents any gain-and-remove-ice shenanigans - is even less elegant.

I think 'Once per turn, when you try to draw a card when your Deck is empty, remove one ice token from each card' or  'When you shuffle, remove one ice token from each card if you haven't already this turn' are both reasonably elegant.

The first one doesn't work because of various other things that cause you to shuffle other than drawing (Lookout, Navigator, etc).

I think once per turn is much better, both for complexity and for balance. If the cards are too strong due to coming out too fast, you can increase the number of tokens.

17
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 05, 2017, 05:52:57 pm »
Actually, if done in the right type of engine; you can shuffle multiple times per turn, which would make Ice cards even stronger.

Yeah, because of this and because of junky slog decks, I think ice should be once per turn as Gazbag originally suggested. There are still little loopholes like mission, outpost, and possession, but that shouldn't really be a problem.

Yeah I think it's better that it works with Outpost; etc.. it's just another combo that works to make Outpost different than "+3 cards, +1 buy".

18
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 05, 2017, 05:37:27 pm »
I might try removing an Ice Token each shuffle instead of every turn to smooth out the effect. It will make deck size more of a factor, but I think will generally solve more headaches in terms of card power and component count.

Define "shuffle". If you have one card in your discard pile and then have to draw/reveal/etc., is that a "shuffle"? What if you have zero cards?

Didn't Donald eventually end up answering this question; after several pages of debate? I can't remember what the response was though.

Exactly. I can't remember either. And maybe that itself is a problem.

Found it! The rule is tentatively that you can shuffle 1 card. Shuffling 0 cards isn't discussed; I think the assumption is that you can't do that. But I agree that it's a rule people shouldn't have to know.  Plus I don't think we want to gives reasons that draw-your-deck engines should be even stronger. Actually, if done in the right type of engine; you can shuffle multiple times per turn, which would make Ice cards even stronger.

19
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 05, 2017, 02:50:49 pm »
I might try removing an Ice Token each shuffle instead of every turn to smooth out the effect. It will make deck size more of a factor, but I think will generally solve more headaches in terms of card power and component count.

Define "shuffle". If you have one card in your discard pile and then have to draw/reveal/etc., is that a "shuffle"? What if you have zero cards?

Didn't Donald eventually end up answering this question; after several pages of debate? I can't remember what the response was though.

20
The other day my opponent played Torturer, and I revealed Moat but it didn't work. Despite Moat's promise that I wouldn't be affected, I still felt deeply hurt that my opponent would play a Torturer.

21
Each answer has a fact supporting it; the question is which fact contributes more weight:

1) As JSH and others have pointed out, an individual person can play far more online games per day than IRL games per day. I think it's a safe bet that aside from a few outliers, a person who plays online plays far more games than a person who doesn't play online.

2) There are a great number of people who have played IRL, but never played online. calculating this number is quite difficult. We can look at the total sales of Dominion; and get a rough idea of how many people own a copy.

I'm inclined to think that online wins, simply due to knowing that many individuals (myself included) have thousands of games played; while that number would be way smaller for the average IRL player.

22
Variants and Fan Cards / Re: Town Planner
« on: December 02, 2017, 03:41:54 pm »
Isn't the top similar to Ghost Town? Just instead of alternating between nothing and a start of turn Lost City it alternates between Necropolis and a start of turn Lab? Obviously being a reserve makes it a bit better but unlike Ghost Town it can be drawn dead and isn't gained to hand so it seems similar power level. I don't understand the comparisons to Lab, am I missing something?

Ghost Town is more like Ruined Village now, Lost City next turn. Which is very slightly better than Nothing now, Lost City next turn. But even so, Ruined Village now is really, really bad. Necropolis now is much better.

The comparison to Lab works the exact same way that Caravan can be compared to Lab... in that you get the Lab effect on the turn after you play it (or in this case, any future turn).

But I suppose your Ghost Town comparison is maybe even better than the Caravan one. Except that one of the +Actions is moved from next turn to now, which is almost always better. And being a Reserve instead of a Duration makes it better. So, this is a lot like Ghost Town but very close to strictly better.

23
Variants and Fan Cards / Re: Town Planner
« on: December 02, 2017, 03:37:10 pm »
I think I got lost somewhere in there: Sigma seemed to be calling it a Lost City, it's definitely not that.

I thought GendoIkari was following up that characterization but rereading his post not really.

4$ is fine.  I think it can be a 3$. It might be a busted 3, kind of like how Fishing Village is a busted 3, but Villages are fun and if it's possible for you to say it's not strictly better than Village it's nice to put your Village at 2 or 3.

Once you raise the cost to 3 or 4, the bottom part is definitely too much of a slog concern if it wasn't already.  I really like the concept of having a Duchy phase and moving to a Province phase, but it might be as unworkable as non-Heirloom Cursed Gold.

He wasn't calling it a Lost City... not sure where you got that. He was calling it a Necro-Lab, in that the effect is exactly the same as playing a Necropolis this turn, and then playing a Lab next turn.

And yes, it's is fair to say that playing a Merchant Ship this turn is like playing a Grand Market next turn (minus the buy). Just like how playing a Hireling once is the same as playing a Lab at the start of every turn from now on. But it's horrible for the turn that you do play it (a terminal silver with no other bonus).

Playing something for free (or calling it) at the start of your next turn always has a built-in +1 card +1 action on top of the effect. It's why Prince and Summon are actually powerful. It's not just the consistency of playing a card every tun / play a card sooner.

Either way, Caravan is still an easy comparison here. The card is very similar. The Reserve instead of Duration part is a strictly better effect, so the question is if +2 actions is much weaker than +1 card +1 action. It's probably a little weaker overall, but probably not by much. It's hard to compare because no Kingdom card gives you just either of those effects without giving some other thing also.

24
Variants and Fan Cards / Re: Town Planner
« on: December 01, 2017, 10:24:05 pm »
It's not a Lab.  Lab draws you two cards per play.  This draws you one card per play.

It also misses reshuffles more.  See Caravan versus Lab.


Originally the card searched for Victory cards in your discard pile or the top of your deck.  But those designs all felt too hamfisted.  Instead, this version fits in a more subtle way.  When you draw a hand with a Duchy, three Silvers, and a Copper, you say hey, maybe this would be a good turn to call my Town Planner. 

But also, like, the secret history of Fool pretty plainly states it has a part that doesn't fit at all, Fool's Gold has a bottom part that nombos against itself too, so I don't see how that's a problem.

It's a Lab on the turn you call it. If you play a Lab at the beginning of your turn, you have 6 cards and 1 action. If you call Town Planner at the beginning of your turn, you have 6 cards and 1 action.

It is much more like Caravan than Lab though. Caravan is a Lab the turn after you play it, exactly like Town Planner except that you could delay that to more than 1 turn later if you want. And the turn you play it you get +2 actions instead of +1 card +1 action... hard to say which is stronger between the 2, but probably Town Planner most of the time. It should almost definitely cost .

The Duchy/Province part seems tacked on; and sounds like it would lead to long sloggy games.

25
Dominion General Discussion / Re: "But it worked"
« on: December 01, 2017, 02:16:45 am »
How is Inheriting Baron like Delve?

Baron + Estate is like Silver + Silver. So buying an Estate after Inheriting Baron is like buying a Silver for $2 -- Delve.

yea and baron and delve both give you +buy

I mean sort of, but it's different for multiple reasons that matter:

1) The buy on Delve isn't comparable to the buy on Baron, because you only get that for buying Delve, not for playing Silver. So Baron-Estate gives you a buy, Silver+Silver does not.

2) The buy on Delve is relevant to the fact that you can get more Silvers with Delve easier than you can get as many Estates.

3) Silver+Silver doesn't need an action to play, and can't be drawn dead.

4) You don't have to collide Silver+Silver for them to gives the +; you could have an odd number of Silvers.

5) Estate+Estate is worth 2l; Silver+Silver is worth 0.

6) Inheriting anything instantly gives you 3 (in general) copies of that thing, so it's not just about reducing the price of the thing in the future.

Not trying to say that Inheriting a Baron is good or anything; just that I feel like the comparison to Delve is a stretch because it is considering only 1 aspect what Inheritance does out of many; that it let's you buy "copies" of the inherited card for instead of the real cost.

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