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Messages - GendoIkari

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1
Feedback / Re: Chrome Extension for f.ds!
« on: Today at 10:18:35 pm »
Done!

As always, could take a while until the update updates. For Chrome, at least. Firefox seems to have updated immediately and is working just the same.

2
Feedback / Re: Chrome Extension for f.ds!
« on: Today at 09:12:36 pm »
Is there interest in having "Auto-Link" be something that's saved in cookies, so that it remembers if you have it turned on? I find myself generally just clicking it every time a page is loaded.

3
Feedback / Re: Chrome Extension for f.ds!
« on: Today at 09:11:11 pm »
Not a version update; but I'm adding Renaissance cards to the card list for Auto Link purposes as they're revealed. Finally added Dismantle also.

4
Dominion: Renaissance Previews / Re: Renaissance name BINGO
« on: Today at 09:04:36 pm »
My question was mostly because I assumed from that post that a "Theater" card had been revealed without me knowing.

Interesting, because I assumed that you were making a clever joke.

5
I think it sounds fine; but it should also show up as part of the game rules before starting the match; so that you know you are playing a "no undos" game. (And the request undo button just shouldn't exist in games where either player has it turned on).

6
Other Games / Re: The Mind
« on: Today at 07:27:24 pm »
So yeah, I just played this, and I loved it. I do think that if you play too often, especially with the same people, it will get less fun over time, and perhaps just degenerate into an exercise in counting. I've heard from somewhere else that Jazz musicians are really good at the game. But when playing with a new group of people for each game; and avoiding specifically counting exact things in your head, it really is fun.

7
Other Games / Re: The Mind
« on: Today at 07:24:17 pm »
I think the meat of that blue eyes / brown eyes island logic problem was why you need the Oracle to declare that at least one person has blue eyes.

Correct; it's what gives common knowledge to the group.

8
Other Games / Re: The Mind
« on: Today at 07:22:47 pm »
Previous discussion: http://forum.dominionstrategy.com/index.php?topic=18730.0.

Thanks, completely missed that one. Probably because I hadn't heard of it at the time, so wasn't interested in the thread.

9
Priest I haven't been impressed by, yet. It seems like you need a lot in place for its potential to be unleashed; it didn't do much on the boards I've played with it.

I managed a double tac engine where payload was 6 markets, 2 couriers and 2 priests.  I was able to double province and didn't run out of fuel.  I was actually surprised it worked, but it was fun to play.

What's a Courier?

I assume it's supposed to be Courtier.

10
Other Games / The Mind
« on: Today at 06:11:48 pm »
Complaining about games where there's no defining rule on whose turn it is to act reminded me of a game I learned last week, The Mind.

The Mind is completely about having no rule on when you can act; and I love it.

From the people who made The Game; basically everyone has a hand of cards, from a deck of cards numbered 1-100. The object is to play all cards from all hands in order, from lowest to highest, without any communication at all.

So when you think you have the next-lowest card, you play it. The whole game becomes about getting a feel for if you have waited long enough that you can be pretty sure that if a partner had a lower card, they would have played it by now. It's a lot of fun.

Reminds me of the really neat blue eyes / brown eyes island logic problem; where suddenly after 50 days every brown-eyed person will leave the island, because each brown-eyed person can deduce that if they had blue eyes instead, then the 49 brown-eyed people that they can see would have left on the 49th day.

11
Coup, a game that I might otherwise like, suffers from this greatly. After a player makes a play, any other player can challenge it. But there's no actual rule about whose turn it is to take the act of challenging it; it's just any opponent at any time.
Wow! The stakes for challenging or for being challenged in Coup are so high that we've found people rarely do things that are going to be challenged, and rarely challenge. And different people know different things so have different willingness to challenge. I'm not sure I've ever seen two people want to challenge at once!

Now, the follow mechanic in Tiny Epic Galaxies. That's an entirely different kettle of fish...

Well that's kind of the point... you don't want to challenge. But you want your opponent to. And you might reluctantly challenge only if no opponent is willing to. But then how do you determine if no opponent is willing to? There's no set way to know.

12
In a 2-player game you should prefer to leave your opponent in the dark and only use the Villager after your opponent has discarded or not. That's similar to not playing all your Villages / other draw before playing the first Torturer.


Unless you are bluffing... make your opponent think you have another Torturer when you don't. But then, your opponent should be smart enough to realize that if you really did have another Torturer, it would be better to wait to spend the Villager until after they've made their choice. So it really just comes down to a mind game.

13
Dominion: Renaissance Previews / Re: Teaser
« on: Today at 04:53:45 pm »
So does "uses for tokens" just mean ways to get tokens? Because I guess 15 would be a large number for what I was thinking, which was things like Butcher where the tokens have their own use.

Yeah, that's how I interpreted "uses" also, but 15 would be a lot there. But it seems like "as a Villager" and "as a Coffer" could just be 2 uses.

For my count, I interpreted it basically anything that requires players to interact with tokens in any way; more precisely, any card-shaped thing with "Coffers" or "Villager" in its instructions. We'll see what revelations happen throughout the week!

This seems most likely, just given that there's 15 of them.

14
Some cards are risky to put in a Golem/Herald deck. That's fine.
You mean Trade Route, Forager and Rats?

And Upgrade, and Junk Dealer. And Masquerade. And Remake. And Forge. Trading Post. Count. Remodel, Replace, Expand, Develop, Stonemason, Zombie Mason, Exorcist, Dismantle. Salvager, Apprentice, Bishop, Trader.

Those too.

*Edit* Oh, Lookout and Small Castle. And Catapult.

And Island. Technically Ambassador also.

15
Variants and Fan Cards / Re: Brothel
« on: Today at 04:45:56 pm »
Ok the new wording is clearer... but my second question remains... why bother having them reveal their hand? Limiting which cards you are allowed to trash from the supply just feels arbitrary; and it will be very random. It doesn't seem like it should be an attack; it doesn't hurt your opponents at all. Allowing you to trash 1 card from the supply per opponent instead of always just 1 card also seems like a strange way of scaling with more players.

16
Priest and Scholar should have “you may ... if you do ...”, because of Golem and Herold.

Why?

EDIT: Do you mean Harald?

Is this intentional?

17
To be clear, I'm not complaining about the lack of a specific timing in this context. Because it's really hard to think of situations where it matters.

It is something I really dislike in other games though... Coup, a game that I might otherwise like, suffers from this greatly. After a player makes a play, any other player can challenge it. But there's no actual rule about whose turn it is to take the act of challenging it; it's just any opponent at any time. And it's to your advantage if a different opponent challenges it instead of you, so you wait and hope that another opponent will instead. But then everyone is doing that same thing. It sucks.

But I don't see that being an issue here. No one is going to complain that they didn't get to reveal their Moat before their opponent spent a Villager.

18
I suppose you could play a Torturer, and then spend a Villager to increase the chances that your opponent takes a Curse rather than discards; because you're implying that another Torturer is coming. You could do this as a bluff if you didn't draw another Torturer.

Yes, this doesn't seem that far-fetched. We already have a situation where it matters that a Pirate Ship or Minion player chooses what to do after the other players choose their Reactions. In this case, it's clear that you can spend the Villager token before playing (or not playing) another Torturer. But you're not spending it in the middle of resolving an Action, so it doesn't really touch on my question, I think.

Yes you are... you play Torturer, draw 3 cards, then spend an action token, then your opponent deals with discarding / gaining a curse.  You spend the Villager in the middle of resolving Torturer; it wasn't done resolving until your opponent dealt with it.

19
So when does it actually matter that you can spend Villager tokens even in the middle of resolving an Action card? I guess it has to be with Diadem being played with Black Market, since you don't know what you'll draw from the BM deck. With Storyteller + Diadem you can just spend the tokens before playing Storyteller. But with Storyteller + Venture hitting Diadem, it matters. I don't know if there are any other situations.

It could matter in terms of if there's always a clear definition of which player is allowed to "act" at any given moment. MTG has the "priority" system which details exactly when a player is allowed to do anything at all; but a lot of newer players who don't understand that system mistakenly think that there is an element of "reaction time" to the game; where you might need to speak up within the next few seconds or you've lost your chance to do something.

It shouldn't matter in Dominion; but there could now exist a situation where a player plays an attack card, and then at the same moment the other player wants to reveal a reaction while the current turn player wants to spend a Villager. If it is really allowed "at any time", then there exists a time in the game where either player is allowed to act, and thus it can come down to which player chooses to speak first. Luckily, it shouldn't ever matter at all...

I suppose you could play a Torturer, and then spend a Villager to increase the chances that your opponent takes a Curse rather than discards; because you're implying that another Torturer is coming. You could do this as a bluff if you didn't draw another Torturer.

20
Dominion General Discussion / Re: Interview with Donald X.
« on: Today at 01:57:03 pm »
So, Coin of the Realm vs Villagers. They both save actions for later. I'm not really sure what my question is...

Could you just explain your design thoughts on this? If you were making CotR today, would it just be a Villagers card, or is it different enough to warrant being a Treasure-Reserve?

I feel like the difference of not being able to save up more than 1 action per card is a sufficient difference. (Along with it staying out of your deck until you use it).

You mean 2 Actions per card. Coin of the Realm gives +2 Actions.

What I really mean is 1 use per card; it just so happens that the use gets you 2 actions (but they have to be redeemed at the same time).

21
Variants and Fan Cards / Re: Brothel
« on: Today at 01:03:29 pm »
The new version is confusing... what is getting trashed? A card from the supply, or from their hand? If it's from their hand, it's WAY too strong... look at Pillage; the only way to remove a specific card from a player's hand (other than Cutpurse). It's a terminal one-shot that discards the card; you've made a non-terminal that trashes the card.

If you mean trash it from the supply, like Lurker or Salt of the Earth, then it's not clear why it's an attack, or why your opponents should reveal their hands at all. Just to limit what card you are allowed to trash?

22
Dominion General Discussion / Re: Interview with Donald X.
« on: Today at 12:59:45 pm »
So, Coin of the Realm vs Villagers. They both save actions for later. I'm not really sure what my question is...

Could you just explain your design thoughts on this? If you were making CotR today, would it just be a Villagers card, or is it different enough to warrant being a Treasure-Reserve?

I feel like the difference of not being able to save up more than 1 action per card is a sufficient difference. (Along with it staying out of your deck until you use it).

23
I am guessing there will be some cards that hand out coffers and villagers; hence, the villagers being shown before coffers tomorrow even though we already know about coffers.

Also, dual functionability of tokens would make even more sense because you only need one set of tokens when using those cards. Simplicity and efficiency seems to be a theme in this set, which is welcome after Nocturne (a great set, but it can be fiddly IRL).

I like this metagaming of predictions based on the order Donald did previews in!

24
Dominion: Renaissance Previews / Re: Renaissance name BINGO
« on: Today at 09:21:18 am »

Acting Troupe | Sculptor | Recruiter
----------------------------------------
Mountain Village | Priest | Seer
----------------------------------------
Scholar | Experiment | Artist


BINGO!

What do I win?

25
When specifically can you spend a Villager?

At any time during your Action phase. Any time. A-N-Y time!

Sounds like more emphasis on clarity over technicality. A game like MTG would shudder at such a thing, but I'm ok with this direction.

So you can play Smithy, draw 2 cards, spend a Villager, then draw a third.

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