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Messages - Wizard_Amul

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1
Rules Questions / Re: Villa's gain effect.
« on: November 06, 2020, 12:44:10 pm »
Another question regarding Villa: if I gain it during another player's turn, I get the + Action. When I my turn begins, do I still have the extra action?
No. Actions, Coins and Buys get reset at the end of a turn, even an opponent's turn.

(There *are* scenarios where the +Action can matter, but they require Way of the Mouse, Diadem, an Action that can be played on an opponent's turn, and some ways to play Treasures off the Mouse Action.)

Thanks Jack.
I don't doubt at all that you're correct, but where is the rule stated that "Actions, Coins and Buys get reset at the end of a turn, even an opponent's turn."?  I've only seen rules on this in the Turn and Gameplay pages where it says at the start of turn, player is "given" or "receives" 1 Action.

FYI, I'm writing my own app to play and so getting things like this exactly correct is important.

Bottom of page 5 under clean-up phase: https://www.riograndegames.com/wp-content/uploads/2016/09/Dominion-2nd-Edition-Rules.pdf

"Any unused +Actions, unused +Buys, or unspent coins that you had left are gone; you start each turn fresh."

I don't believe that the "even an opponent's turn" is actually explicitly stated in the physical rule books anywhere. There have been relevant discussions on these forums somewhere because of Caravan Guard's wording and Way of the Mouse, but I don't remember what was determined.

2
Other Games / Re: Celeste
« on: October 05, 2020, 08:13:55 pm »
Congratulations! As someone who really likes precision platformers, I really loved the game, too. I didn't go for any Golden Strawberries (maybe the very first one?) but did get the Moon Berry after finding out that it existed...it surprisingly ended up being not too difficult for me after practicing that last room of Chapter 9 a lot already.

3
Rules Questions / Re: buy a card
« on: October 03, 2020, 11:59:23 am »
Overpay is in fact a when-buy trigger. It gets ordered with other when-buy triggers.

Was this something that was intended when creating the cards; or simply a ruling based on how it needs to be that way because of how it was worded?

I don't know if the Guilds rules changed in different versions, but the Guilds expansion rules document on RGG does say "Overpaying happens when a card is bought, which is before it is gained. Players can only overpay for a card when buying it, not when gaining it some other way." So, "when buying" is explicitly stated in the rules, although the whole idea of the overpay being like a separate event isn't explicitly stated.

4
Rules Questions / Re: Way of the mouse
« on: October 01, 2020, 06:25:02 pm »
It's like Young Witch but with only one card instead of a kingdom pile of 10 cards. You pick a 2-3 cost action card that you are not using in your kingdom setup, and you set aside 1 copy of that card.

Official FAQ:
Set aside any unused Action kingdom card costing $2 or $3 at the start of the game. Do any setup that that card requires.
When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.
The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo, it cannot be trashed.
Text below a dividing line (other than setup) will not do anything.

Other rules clarifications:
If the set-aside card is a Duration, then a card played this Way will stay out as long as that Duration would.
You cannot use Way of the Mouse when playing the card set aside by Way of the Mouse, to prevent loops that could matter with Champion.

5
Other Games / Re: Celeste
« on: September 29, 2020, 01:35:58 am »
Yeah, I liked the room with the 5 keys to proceed, too. There are at least a couple mechanics in chapter 9 that you're never told about, one of which I ended up looking up after frustratingly trying one room for a couple hours...I'm glad I looked it up, because I wouldn't have figured it out. There is a certain way to dash off of a moving object that you just have to figure out somehow without ever having been told how to do it before--it was so hard to even see you needed a new move, since it almost looks like you can do it another way that you have done before. I'm surprised I found it quickly and obvious spoilers, but it's this room at 17:43:

You mean the advanced wall jump (or whatever that move is called)? They teach it to you in Summit B. That's why there's a 15 heart gate to force casual players to go do Summit B first.

But for sure, that room is quite hard. That room was actually the first preview of Farewell that the developers posted (on Twitter).


Yeah, it is the advanced wall jump, but it's having to perform it after the new dash downward right and then double jump move that's new --I didn't realize doing it in that sequence would get you that height. Trying to use the new chapter 9 far jump move alone and then jumping up and to the right gets you so close to making it over that first jump that it could be plausible you're just not wall jumping at the right spot. That was my confusion at least--I was so close with that move that I thought that was it but that I just wasn't doing it right. Maybe other people didn't have that tunnel vision there, but because of how close the incorrect move is, I definitely did.

6
Other Games / Re: Celeste
« on: September 28, 2020, 10:53:03 pm »
Yeah, I liked the room with the 5 keys to proceed, too. There are at least a couple mechanics in chapter 9 that you're never told about, one of which I ended up looking up after frustratingly trying one room for a couple hours...I'm glad I looked it up, because I wouldn't have figured it out. There is a certain way to dash off of a moving object that you just have to figure out somehow without ever having been told how to do it before--it was so hard to even see you needed a new move, since it almost looks like you can do it another way that you have done before. I'm surprised I found it quickly and obvious spoilers, but it's this room at 17:43:

7
Variants and Fan Cards / Re: A wild idea: a pure Duration card!
« on: September 23, 2020, 08:26:50 pm »
a project is once per game, which is a different design but neither worse nor better.  Maybe nonstrictly better.  As a project it doesn't seem too crazy for it to cost 0$ and be a question of when rather than if.

You can make a Project usable multiple times per game by having it remove the cube when it's done.

Yeah, even though this hasn't been done before, I think it's easy enough to implement it this way. Modifying a suggestion from earlier in this thread, you could make the Project wording like this (I also prefer a new method of tracking--I don't like the coin tokens on the project because that seems weird to track for each player):

"When you buy this, you may overpay for it. For each $1 you overpaid, put 1 coin token below your coffers mat. At the start of your turn, move one of those tokens onto your Coffers mat. When there are no coin tokens left below your coffers mat, remove your Project cube from this Project."

8
Other Games / Re: Celeste
« on: September 15, 2020, 07:30:17 pm »
Ok 7C, what the heck even was that? Just finished it, a few days after I started it. A bit over 6.5 hours, a bit over 2,100 deaths. Basically all on the last room of 7C.

For context, each of the other C-sides were under an hour and around 500 deaths or fewer.

On to 8B! I'm scared.

Yeah, 7C is one of the hardest levels. If only there was a checkpoint in the middle of that last room. I assume you mean 8C, since I thought you already beat 8B...the last room of 8C will probably give you some trouble; I think it's about as hard as 7C, but the fact that it's open makes it feel less forgiving. I think you've already heard a bit about chapter 9, but just expect it to be really long and really hard, harder than 7C--not every part of Chapter 9 is 7C hard, but the parts that are hard are very hard. I almost gave up a couple times throughout but managed to make it through.

Yeah I meant 8C. I had only heard that level 9 was very long; not that some parts of it were as hard as C levels.

You're saying the openness of 8C makes it feel less forgiving? I would have thought that would make it more forgiving.

So I peaked into 8C already; got through the first room. I do love how the game teaches you a brand new movement mechanic this late into the game; something you could have been doing all along if you'd wanted.

Oops, I did mean more forgiving.

9
Other Games / Re: Celeste
« on: September 15, 2020, 02:05:42 am »
Ok 7C, what the heck even was that? Just finished it, a few days after I started it. A bit over 6.5 hours, a bit over 2,100 deaths. Basically all on the last room of 7C.

For context, each of the other C-sides were under an hour and around 500 deaths or fewer.

On to 8B! I'm scared.

Yeah, 7C is one of the hardest levels. If only there was a checkpoint in the middle of that last room. I assume you mean 8C, since I thought you already beat 8B...the last room of 8C will probably give you some trouble; I think it's about as hard as 7C, but the fact that it's open makes it feel less forgiving. I think you've already heard a bit about chapter 9, but just expect it to be really long and really hard, harder than 7C--not every part of Chapter 9 is 7C hard, but the parts that are hard are very hard. I almost gave up a couple times throughout but managed to make it through.

10
Dominion Articles / Re: Menagerie Hot Takes
« on: August 07, 2020, 05:49:27 pm »

Sheep: lol terminal silver. I mean, it's still good at smoothing out bad luck on hitting price points.



This lets you open with a village if you know it's going to be a heavily contested pile while still allowing you to have a good chance of hitting 5 your second shuffle. Also, similar to how Way of the Chameleon turns overdraw into coins, this lets you turn overdraw (if you have extra actions) or excess villages into coins.

11
Dominion Articles / Re: Menagerie Hot Takes
« on: August 06, 2020, 11:15:35 pm »
The experience of not getting to exile VP is an experience you get in every game without those cards. Now we also get to have the experience of exiling VP.
I mean, sure, that's a way to defend any new mechanic. It doesn't even fully work since we already had that experience with Island.
Hooray for new mechanics! It turns out I wasn't saying something meaningless that justifies anything.

Complaints about "you can exile VP" are just like when people said "nothing should ever cost $7." The game hasn't lost "there's nothing that costs $7"; most games, there isn't. You still get the joy of "oh no I'm drawing Victory cards" in most games; now you also get another experience sometimes. If the experience of "you can exile VP" sucked then sure it would be bad for whatever those reasons are. But it is not made bad just because it changes something sacred-looking. And yet some people view it that way.

And I wasn't commenting on some specific complaint you made, there's no post of you saying "this is bad just because it changes things." I was adding my own thoughts to the thread, which I get to.

At this point a lot of Provinces have been exiled, and the loud voices on the internet have been pretty positive. If I want to please those players, for sure Exile was the move. You can't please everyone, and it's great if you ever manage to please as great a percentage as Exile does.

Yeah, I mean there will always be people who don't like individual cards, but that doesn't mean you don't make those cards, especially if most people will like them. There are centralizing cards like Ambassador, Donate, Wharf, Keep sometimes, Rebuild sometimes, etc. that can all drastically change how the game is played--if you don't like the particular gameplay that some cards result in, don't play with them or accept that a game you like can have cards you don't like. There are only 4 cards that can exile your own victory cards--if someone really dislikes that mechanic, they can ban/dislike them online and just not play with them in person.

12
Dominion Articles / Re: Menagerie Hot Takes
« on: August 06, 2020, 10:47:01 am »

March: There are definitely things you can do with this, but it's not as busted as I thought it would be. It has the Swashbuckler problem, if you're triggering shuffles often then it can be hard to have a discard pile with an Action you want to March. It is, however, a bit easier to set up, because you're getting it in Buy phase, so you can buy an Action then March it. I generally haven't found that to be worth the extra $3 buy, but it comes up.



This doesn't make it busted, but I find it's sometimes strong enough to use in your 2nd turn--e.g., opening Remake or Ambassador on turn 1 and then marching it on turn 2.

13
Rules Questions / Re: Potion/Debt and cost-reduction
« on: August 04, 2020, 01:24:18 pm »
Sorry to necro this but... Isn't the Bridge text actually technically accurate? The Alchemy rulebook says that "$0" means "$0 and 0p". And "-$1 and 0p" is less than "$0 and 0p". Am I missing something here?

You are missing something. Bridge only reduces coin cost, not potion cost, so one hypothetical scenario is playing Bridge when Transmute is in the kingdom. Transmute would then cost "-$1 and 1p." Now, you can't say that "-$1 and 1p" is "less than $0" (equal to "less than $0 0p 0d") per Bridge's restriction (because for a card to be "less than" another card in cost, it has to be "less than" in all three categories, right--coins, potions, and debt). Thus, it seems as if "-$1 and 1p" is a legal cost for Transmute to have.

Edit: I'm not sure if there's a better wording, but one way to make the wording technically correct would be something like "This turn, cards cost 1 coin less, but the coin portion of the cost cannot be less than 0 coins." Presumably everybody understands what the cost below 0 restriction means, though, since Inventor has the same "less than 0 coins" text that Bridge has.

14
Rules Questions / Re: Develop + Wayfarer
« on: July 29, 2020, 11:12:05 am »

Hmm .... that is an interesting idea, but I can certainly see how it would be hard to find good wording.  Perhaps "Name two cards in the Supply.  If their costs total $5, gain both"?

I think this might work, as long as there is no reaction that works off of naming cards or something that would interrupt this after the first sentence. I can imagine some weird hypothetical reaction like "After another player names a card (after being directed to by a card's instructions), increase all costs by 1."

15
Dominion General Discussion / Re: The Story of a Failure
« on: July 25, 2020, 02:30:19 pm »
Since op chose to delete the message, it seemed right to delete my response, too.

Yeah, I just did the same thing.

16
I guess it somewhat undermines the idea, but I think high debt cost projects would do the trick, which is something really expensive that you can buy over time.

Taking inspiration from TTA you could make wonders cost a specific number of coins per step. For example, one Wonder could cost 6/6/6, which would be 3 buys of 6 coins, and then you could have a "when you pay for this, X" effect as compensation. A good effect for this would be gain a card up to $4 or something

Right, I thought of Debt for the cost instead, but it's actually pretty different--you get the effect right away and are forced to pay it off in the next turns, whereas with paying over time gets you flexible pays and the effect later.

Something similar to the 6/6/6 stage costs could be okay, but I kind of prefer being able to pay variable costs for the Wonder. Both methods have their own characteristics. I was thinking about also comparing the cost to Pilgrimage, which is 4/4 but with the condition that you have to pay over multiple turns.

17
I like the idea. I don't think you need to compensate players who haven't finished building the Wonder yet--getting the Wonder at the end should be enough payoff. I think you're right that they would basically be very good projects, something like Citadel level. If I could buy Citadel over multiple turns, it would be fine if it cost more than 8, although I'm not sure of a good cost--maybe around 12 is what I'm thinking off the top of my head.

The practical part of actually making the physical card work would be a bit difficult, since there's a tracking issue with how you track how much each person had paid towards the Wonder. I think you could use the normal coin tokens if you have 6 copies of each Wonder (just hand a copy to someone once they start paying towards it).

18
Variants and Fan Cards / Re: Computer generated cards
« on: June 14, 2020, 12:06:40 pm »
Haha, Silly Wizard is pretty silly since that will rarely happen. I'm surprised how most of the cards have pretty reasonable effects. I wonder why it gave Pink Floyd an "Exploration" type?

19
Variants and Fan Cards / Re: Computer generated cards
« on: June 14, 2020, 12:58:12 am »
When I used to play Hearthstone, I liked seeing the funny computer generated cards on the Hearthstone subreddit. Swashbuckling and Labyrinth here are both great examples. I do like the new mechanic on Chariot Race. Too bad basically all the card names you have are existing card names, since sometimes the new names can be pretty funny, too.


20
I had a game where Necro was actually useful. We had Pillage (before the errata - you could attack without trashing it), and every single turn you'd be playing without the best card in your hand. I lost :(

Even before the errata, trashing Pillage was not optional. The errata only makes the attack and the Spoils gain dependent on the trashing, but in any version you have to trash Pillage when play it.

Yeah, but using something like Necromancer would actually get you the benefits of the old Pillage--since the attack and Spoils weren't dependent on the trashing, you could get the attack and Spoils by using Necromancer on a Pillage in the trash.

21
Dominion General Discussion / Re: Interview with Donald X.
« on: May 24, 2020, 01:12:00 pm »
Is it possible to have someday a cost reducer for events or itís just too strong?

Assuming it stacks like any other cost reduction, it would be broken with a few of the events that you can buy repeatedly--Gamble, Delve, and Travelling Fair could be very strong if their cost gets reduced to 0.

22
Dominion General Discussion / Re: DeepMind for Dominion
« on: May 24, 2020, 01:06:03 pm »
We're one more step closer to possibly using Deep Mind for Dominion; the DeepMind team has been working on incorporating a time horizon into the AI, allowing it to put more weight towards a longer term payoff.

DeepMind blog about Agent 57 AI: https://deepmind.com/blog/article/Agent57-Outperforming-the-human-Atari-benchmark
Video by someone else discussing the Agent 57 AI:

From the blog:
"We introduced the notion of a meta-controller that adapts the exploration-exploitation trade-off, as well as a time horizon that can be adjusted for games requiring longer temporal credit assignment."

"Time horizon: Some tasks will require long time horizons (e.g. Skiing, Solaris), where valuing rewards that will be earned in the far future might be important for eventually learning a good exploitative policy, or even to learn a good policy at all. At the same time, other tasks may be slow and unstable to learn if future rewards are overly weighted. This trade-off is commonly controlled by the discount factor in reinforcement learning, where a higher discount factor enables learning from longer time horizons."

23
Rules Questions / Re: Coffers Question
« on: May 13, 2020, 11:33:51 am »
From the instructions: " In a player's Buy Phase, before buying any cards, that player may spend any number of Coin tokens." For your first question, you cannot spend a coffer after buying a silk merchant in your Buy Phase. It's helpful to think of the buy phase as really two phases: 1) Play treasures and spend coffers; 2) Buy cards. Once you leave the first buy phase section, you usually can't return (except for something like Villa or Cavalry).

For your second question, yes; you can spend any coffers you get in your action phase in the same turn's buy phase. There's nothing restricting that.

24
Goal 1: Practice playing against ranked people online helps greatly with this. Boons, Hexes, States, Zombies, and Artifacts sound confusing at first but all should become clear very quickly as you start playing with them. If you want to watch some strategy content that goes through most of the expansions, I would strongly recommend Adam Horton's Making Luck series on YouTube:

Reserve cards - You can still throne them, even though they do go to the mat on the first play. The lose-track/stop-moving rule here doesn't prevent the play effect from happening twice, just any further moving after the first move.

Travellers - Champion, Disciple, and Teacher are some of the strongest cards even though they take a while getting to. Sometimes the progression is too slow, but often it isn't. You often can play in such a way as to make the progression faster (e.g., more cycling, more thinning, faster trashing).

Debt - "Donate is game-warpingly strong and Capital is weak" is about right. You almost always want to Donate in the first few turns, and most Donate games end before turn 10. Baseline strategy of Donate + Money: https://dominionstrategy.com/2018/11/15/donate-money/. Capital -

Nocturne - It is overwhelming because of all the piles of extra cards. It makes sense once you play with it more.

Villagers - Lackeys, Silk Merchant, Academy, Recruiter, and Sculptor are all quite good.

Butcher - .  I am still not great with it, but I think what makes it so good is think of like a much more flexible Remodel that can gain/use coffers flexibly. There are a lot of strategy components to the card.

Gainers - I don't if I would say "shifted" in favor, as they were always pretty good. They can help you build to an action-dense pretty quick, and the later expansions have added good gainers--some of the later ones that come to mind off the top of my head are Butcher, Vampire, and Groom.

Content creators - There are quite a lot out there. in addition to Adam Horton's channel mentioned previously, some other channels I follow on YouTube that upload videos pretty frequently: aku chi, Burning Skull, Dominion Cards, Hexecutable, Lemonspawn's Dominion Videos, Mic Qsenoch, RTT, and WanderingWinder.

Goal 2
"Extra Menagerie" is a recent nice addition that allows for games that tilt the random kingdom in favor of cards from the new Menagerie expansion. I think the queue will match you up with other people that have also selected this option.

Ranked/unranked play - "Rated games" option has to be set to "Rated" if you want ranked games and has to be set to "Unrated" if you want unranked games. There's also a "Rated or Unrated" option if you want to match with anyone in either queue.

Random tables - Leave "Extra Menagerie" on "No", and the tables will be as random as possible.

Goal 3
There is a seasonal league in Dominion Online; I believe this is the relevant post for that: http://forum.dominionstrategy.com/index.php?topic=17461.0. Some people (rarely) host Dominion tournaments in person. Adam Horton does some tournaments usually in Ohio.

Goal 4
Guilds - The combination box set is the more common one, but you can probably find some people selling Guilds standalone on Ebay or Amazon.
Dominion 2nd edition update pack - If you can't find the update pack, I think buying the base Dominion 2nd edition or Dominion 2nd edition + Intrigue 2nd edition box set may be the only ways.
Storage - http://adamhorton.com/flog/dominion-storage/, https://www.reddit.com/r/dominion/comments/b3e4y4/my_free_storage_solution_for_all_expansions/, look online for other suggestions
Promos - They are all officially available only on the BGG store; Donald does it that way in order to support the store.

25
Random bot game which ended with me having more provinces in my deck than non-province cards at the end.

(A game with Counterfeit, Apprentice, and Border village where over the last 2 turns I cannibalized all my engine components and buying power to get to the last few provinces.)

I've had this happen once in a real game with 3 total players. The other players weren't great, but it was still interesting. I don't remember the entire kingdom, but it at least had Forge, Magpie, Remodel, Raze, Settlers, and Worker's Village. I mainly got a bunch of Magpies and used Forge to turn them into provinces. My final deck was Remodel, Settlers, Duchy, and 4 Provinces (I think I remodeled Forge into Province on my last turn).

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