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is it just my imagination, or do the card borders in the update back look visually different from the cards in the base set?
they stick out to me for some reason, and I'd rather have just the 2nd edition if I could have a do-over.

Hmm. That one feels like a workaround for an unnecessary restriction. I wonder if, with Nocturne hindsight, it might have made more sense for Plan to say "non-Victory" rather than "Action"?

you wouldn't be able to plan on mill then.
and sometimes you want a 3$ card more than you want a slow changeling.
changelings are weak early, when you have low density of good cards in your deck.

Would it really have been so terrible for them to just learn their lesson and simply play a new game with new engines and hopefully not make the same mistake? I'd be a bit more willing to let it slide in this case because it's the Platinum pile and it's easy to miss that there are only 16 copies of Platinum in the pile.

Yeah, letting them go back on that limits the effectiveness of the lesson they should have learned.

I used to have interactions with professional go and chess players, and they would do teaching games with me, and then go over the games afterwards.

the reviews of games stopped at the most critical mistake I made.  even if that mistake was only 1/3 through the game, they would not review any of the game past that point.  Basically, they knew that the most valuable thing they could do was end on the most important lesson, so I wouldn't forget it. 

Beggar - Monastery

Oh yeah, that reminds me of the Beggar - Pooka game I had a while back!

I was fueling 3 pookas with the beggar, and it was glorious.
My opponent admitted that he's seen the combo, but didn't think he could get such a terminal heavy strategy to work, so had picked a more conservative strategy and ended up getting stomped.

I was playing an in person game with someone, made a small mistake, and with no new information, asked to slightly redo it.
"this isn't the kiddy table"

Was this in a tournament? Or just casual games at someone's house? Was he serious?

So many questions.

This was the first round in a hyper casual tournament at an FLGS with basically peanuts at stake for prizes.  Maybe he cared about the prizes?  I certainly didn't.
And he was 100% serious. 
Of course it was absolutely his right to prevent me from undoing, but he lost the game as a result.  His mistake ended up squandering what would be his very last turn, and I would have let him take it back, since I don't like winning on a technicality...unless its funny to do so :)

I'd played with this group before, and many of them would let a no-new-info undo slide.  This was a new guy that I had never met though, and probably he'd never asked for an undo in this setting before to know it would have flown?  This was a little over 2 years ago.

General Discussion / Re: Movies: Any movie buffs?
« on: May 03, 2018, 06:12:39 pm »
I also didn't think that It was all that scary either. I know people who have a real freak-out over clowns, which I do not fully understand. And I'm sure the room full of clowns was really terrible for them.

I once told someone "'Life Expectancy' is the best book I've ever read about creepy clowns", and would then go on to clarify that it was the only such book.  They said "oooh, can I borrow it?"

I have no idea why people go for that.  I only read the book because I wanted to be nice to the person that gave it to me.

Nuclear weapons are pretty weak.
The top players don't use them.

...I still remember the first time I asked for an undo, after hundreds of games, and it was denied by someone who I had even granted an undo earlier in the game...


I was playing an in person game with someone, made a small mistake, and with no new information, asked to slightly redo it.
"this isn't the kiddy table"

alright, whatever, he's taking this game seriously, let's move on.

not 10 min later, he made the same mistake, with grave consequence, and asked for an undo!

1. How often (top?) players gain the card

Some cards are powerful, like chapel, but you get full benefit out of a single copy.
It would be silly to say village is more powerful than chapel just because people buy more villages over a game.


Also, "power" and "strong" are not really interchangeable, for the purposes of a nitpicky f.ds thread.

Imagine two baseball players. 
1) .350 batting, few home runs
2) .200 batting, lots of home runs

I'd call the second player more powerful, but I'd rather have the first player on my team.


That said, raw power of a dominion card could be determined by it's peak use.  What is the most absurd thing that it can do? 
Page thus ranks very highly for me, because complete immunity plus infinite actions is quite absurd compared to many other cards. 
The fact that it takes a lot of time to get rolling doesn't factor into my definition.

Granted, this isn't a useful definition of "power"

Shepherd + Tournament
Grab Followers, be happy about getting engine components instead of junk from it.

Okay but Shepherd/Tournament seems likely to lead to tough tactical decisions:

Hand is Shepherd, Estate, Province, Copper, Copper. Do you discard the Province or not?

Does it matter if the decision is tough?
The reward for guessing right is high, and the penalty for guessing wrong is low.

Dominion General Discussion / Re: Being sneaky
« on: April 18, 2018, 05:12:35 pm »
I'm a former semi-competitive magic player, and so I start by reasonable announcing:

"three, six, eight treasure, buy a province..."

and then because I want the winner to win by skill, not by forgetfulness I continue

"...5 provinces left"

I visibly count low piles too.

I try not to be obnoxious about it, and people don't seem to mind.

Dominion General Discussion / Re: Favorite Thematic Cards (part 2)
« on: April 17, 2018, 06:02:16 pm »
we came across a wonky flavor to a combo yesterday.

you can scheme your schemes on a conspirator board to always have conspirators be active...

The flavor of the interaction, is you have a bunch of people scheming, but never doing anything...except riling up the random conspirators when they show up at the meetings, who actually go out to get things done...

schemer 1: this is an outrage someone should do something about this!
schemer 2: yeah, someone has to stand up to the man!
conspirator: YEAH LET'S GO!  LEEEEROOOOY JENKINGS! (runs from the room)
schemer 2: same time next week?
schemer 1: yeah, don't forget it'll be your turn to to bring the snacks.

It's all the sadder when you don't find any conspirators.

(edit: lol, my member title is conspirator right now)

Dominion General Discussion / Re: Post Your Fun Kingdoms to Play Vol.2
« on: April 10, 2018, 07:27:57 pm »
I edited the OP to allow for comments, if placed in spoiler tags.

This was the most fun kingdom I've played in weeks....

Definitely going to try this one...

Dungeon looks SWEET with cursed village.  And there are some super situational cards that you don't want in your deck (ranger/leprechaun) that you can get access to with BoM!  I've also remarked before about the fun of settlers and discard.

Dominion General Discussion / Re: Scariest art in each expansion
« on: April 09, 2018, 05:24:55 pm »
just talking about scary dominion art reminds me of the woman in green on the first edition box of Medici

Dominion General Discussion / Re: Tom Vasel's Top 10 (Favourite) Cards
« on: April 07, 2018, 12:24:28 pm »
jester (i ALWAYS overbuy.  if jester is in the game, I'm not trying that hard to win.)
chariot race
horn of plenty
fortress (this card feels like you're cheating!)

Honorable mention:
Baker (but just for the starting coin flexibility)

7) Mystic

A card that never hurts your deck and therefor can be a severe trap due to it's price. There is often something even better to go for, but nevertheless, this is the card on the list I found to be most underrated by the community. You have to work a bit to make Mystic work, but when it's worth it it's very worth it. 

I think the thing that makes mystic so much fun for for me is that it has so many amazing combinations.  it works with draw to X, it combos with anything that looks at the top cards of your's the kind of card that is just BEGGING you to turn it into a good card.
power wise, it's fine. 

donate game with tormentor and throne room...
flying through the hexes...
gave misery to a friend three times, so max-out clause was relevant.

Dominion Articles / Re: Tip for getting better
« on: March 29, 2018, 02:01:04 pm »
I used to play world of tanks, and I'd record replays of my best games to put onto youtube, and wow, they are just cringy to to watch. 
definitely learned a lot watching them.

Also, love for the Houston Outlaws, and good luck to them on stage 3 of the overwatch league.

Also also, recording your games is VERY easy.  there is free software that makes it very easy to record games (though usually there will be a watermark on the free software, until such a time as you pay for it).  Note that some free software, such as bandicamp, limits free video length, I believe to 10 min, which is plenty for world of tanks, but may not be quite long enough for dominion matches.

How about:
Action/Atrack - $4
Gain a Silver to your hand.
Each player (including you) with 4 or more cards in hand puts a card from their hand onto their deck.


My favorite downsides are downsides that you can plan around and mitigate.  In order to avoid putting a card on your deck, you just have to play at least two action that don't give you a card, and you get to keep the bonus card.

Also, it combos with all the cards that are better when you control/know the top card of your deck, like chariot race, necromancer, etc...and those are pet favorites of mine. 


This can create surplus actions in terminal only kingdoms.

Neat!  But surely a kingdom with conclave can't be classified as "terminal only" right?  It's a situational pseudo-village....but surprisingly reliable.

Dominion Articles / Re: Castles
« on: March 28, 2018, 11:30:31 am »
If a kingdom consisted only of silver/gold/estate/dutchy/province/castles...I would buy castles.
And if a kingdom had cards that liking having victory cards in your deck, I'd be...intrigued.

But when castles randomly show up, they just don't get purchased among my friends.
What I'd like to see in an article is an explanation of what you look for in a kingdom that makes buying the castles a good idea, and at what phase to start buying them in the game.

Dominion General Discussion / Re: Holy Week Kingdom
« on: March 26, 2018, 02:38:09 pm »
Secret Cave and Tomb seem a bit repetitive, is there something else important in the story to include?  Maybe temple?  Or Courtyard for where the Jewish Leaders had the trial?

I mostly liked Secret Cave because the art depicts the stone being rolled away. :)

Oh man, i never noticed that in the art before!

Dominion General Discussion / Re: Holy Week Kingdom
« on: March 26, 2018, 12:20:16 pm »

Secret Cave and Tomb seem a bit repetitive, is there something else important in the story to include?  Maybe temple?  Or Courtyard for where the Jewish Leaders had the trial?

I probably would have used garden, but sacred grove is a nice touch.

Edit: oooh, what about ill-gotten gains instead of moneylender?
legionary, replace, prince are also thematic.

Other Games / Re: Dominion clones
« on: March 26, 2018, 11:37:04 am »
How do you decide how to value interaction?  Dominion has some edge case boards/games with truly no interaction at all, bridge mega turn mirrors where not enough tension results over anyone pile and the player who dips into VP does it in a turn that ends the game.  It's a spectrum, and some games get decently close to that, then on the other end sometimes it matters intensely what I pass with Masquerade, or there's this one cool game where I noticed my opponent committed to too many terminals and I can harm myself taking the Port split to make his deck really bad and get 'em.

A lot of these clones don't add any interaction, Arctic Scavengers undeniably has massive amounts of interaction but isn't getting market share for it, and no one wants to give Puzzle Strike any mitigating positive points for its heavy interaction.

I feel like interactivity is something people claim to care about but actually don't.

Interaction exists on a continuum, and the target for a strategy game is probably "enough that forms counter strategies against you, and you can form counter-counter strategies against them, etc....but not so much that the game is bogged down by it"

But interaction is probably valued in plateaus.
1) insufficient interaction
2) sufficient interaction
3) excessive interaction

For many people, as long as you aren't on the extreme plateaus, it really isn't going to be something that they notice or care about.  And if the game is amazing on other fronts, completely botching the interaction could be forgivable.

"Tales of the Arabian Nights" is just an incredible game on all counts...except that there is no interactions, and that does tangibly hurt the game.  It's better to think of it as a storytelling activity than a game, since each player's stories are divorced from each other.  And people DO care about this one.  There are several fan rulesets addressing this.

But just because interaction isn't valued as highly as it could be, that doesn't mean that changing the amount of interaction is incapable of improving a game.
For instance, the new version of "Roborally" actively increased the interaction between the players, and the game is WAY better for it.  It already had sufficient interaction, but by increasing the likely hood that robots will be near each other, they improved the best part of the game.

I don't think it's fair to say the Arctic Scavengers interaction is not actually valuable because it isn't flying off the shelves.
It has variety problems that keep it from being an interesting game past the 10th play, but the reason I got to 10+ was because the interaction is wickedly fun. Every single turn has you thinking about your opponent, what they are doing, or what they will do.  The contest at the end of each round is wonderfully exciting. 

Paper dominion exists in a place where it has both too much, and too little interactions.  More soft interaction cards like chariot race would be great, but at the same time, these cards get played and the game grinds to a halt while the next player finishes shuffling their deck and drawing.  And a player with 2 cards left in their deck has to wait to see if their discard pile gets further junked before they complete the shuffle of it for their next turn.

Fortunately, sub-par interaction doesn't have a terribly detrimental effect on a game. 

Dominion Articles / Re: How to be good at Dominion
« on: March 25, 2018, 05:05:15 pm »
Well, I really want it to be as short as it can be. The shorter it is, the less effort it requires from someone to read all of it. It's not really a very complex or nuanced thing, I just want to draw some attention to the concept that you have to keep challenging yourself and stepping out of your comfort zone if you want to get better at the game.

Scott Adams, creator of Dilbert, discovered that the only way to get his simple ideas published was to write an entire book, of mostly unrelated things, and then put his short awesome idea in the last chapter.  For instance, his "Unified Theory of Everything Financial" is just 9 bullet points, and he wrote "Dilbert and the Way of the Weasels" just so he could get his idea published.

There is nothing intrinsically wrong with a VERY short article, except that your audience probably has a mental hurdle based on the belief that important things can't be short.
A short article is certainly better than one bloated with fluff to fill it out.

For articles this short however, a "mini-manifesto" thread might make people less uncomfortable about it.

Other Games / Re: Dominion clones
« on: March 25, 2018, 12:18:17 pm »
Star Realms sucks, I can't imagine Ascension is worse.

To answer this, you need to first understand that many of the things that makes Star Realms bad also makes Ascension bad:
1) weak, unreliable trashing, that one person is lucky to get, while the other player is SOL.
2) there are often only 1-2 cards that you can afford, so the strategic choices are unsatisfying.
3) you often just get whatever the strongest card is, because in bulky/weak decks, putting together synergies is tougher and less reliable and less rewarding than you'd hope.

I don't like either, but star realms is:
1) much simpler, easier to teach (both the base rules, and the rules on each card)
2) has much more interaction since you are attacking each other, rather than random monsters, and you are given tools to defend yourself.
3) a shitty turn on SR is "this card doesn't improve my deck much" and a shitty turn on Ascension is "i get points for killing the cultist, but my deck isn't any better"
4) shorter (generally, but ESPECIALLY on your first game)
5) actually kinda nice to look at, and the colors help you identify the cards well

When my friend that likes Star Realms asks me to play I think "i guess"
When my friend that likes Ascension asks me to play, I try to convince him to play something else.

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