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Messages - nopawnsintended

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26
GokoDom / Re: GokoDom II: Round 6 Discussion Thread
« on: September 24, 2013, 10:24:52 pm »
LOL at my final line-up:
Obi Won Bonogi - Stealth Tomato - ednever - Eevee - Stef - JOG - Geronimoo

It's been an interesting challenge, to say the least. 
How many cupcakes were you expecting?

A Baker's Dozen.

27
Wow, I'm actually quite surprised by the range of response my card is getting. Some people say it's way too powerful, others that it's weak, some that it's interesting but unbalanced, and others that it is balanced but boring.
I don't understand...
Hey, are you sure, that you remember your card right and don't tell about my card? ;-) For my card it's the same.

Not for my card. The response has been universally negative.

My card has had the desired effect: FUN!

If you listen to my video, my favorite card (Charter A) struck me as terrible at first because of the indiscriminate topdeck trashing (which I don't usually like), but the recover from the trash fixed it for me.

On negative comments, if I said anything too negative about your (anyone's) card, there are several possibilities: (a) it started with "trash a card from...", (b) it does weird things with Ruins, (c) I don't understand what your card really does, and (d) I got really tired.  It took longer than I thought it would.

On the active trashers, it was a popular idea (and it's thematic) but it might have been too popular (i.e., overused) for me to really give each of those cards a fair shot.  Eventually, I became tired of "trash something" and wanted to see something that was more subtly part of the Dark Ages club.  Before voting, I'll try to give these a better shot.

On the Ruins, there are a lot of cards in the category of WeirdingTheRuinsTM (WTR) that I won't be voting for.  That doesn't mean that they're not awesome cards, but it does mean that my brain doesn't have enough RAM to make sense of them in the way I should.  Tired or not.

That brings me back to Charter A.  I like it because it is thematic, my brain can make sense of it, and it is fun.  Whoever crafted that card, nice work (re-disclosure: it wasn't me.  My card is fun, but in a meta way).

28
The short version.  I like Charter (A) and Robber Baron the best.  Charter (A) is a cool Menagerie-activation-like (not the same mechanic, but at trash based one) variation that I enjoy... and it is good at trashing and thinning it's deck, which is great.  Robber Baron is Baron-like in a way I enjoy.

The long version.  Here's my video commentary for anyone interested in listening to me talk about cards for 80 minutes.

  (as of this posting, 58% uploaded... so give it time)

Full disclosure: I submitted a card to this contest.  Neither of my favorite cards is my own submission, but I do like that my submission is different from many of the cards.

29
Dominion Videos and Streams / Re: flies' dominion channel: Dominionation!
« on: September 23, 2013, 09:15:01 am »
PS: "Dominionation" is my astonishingly clever and totally unique invention, and I've copyrighted it.  I am prepared to fight in internet court.

Would you fight "Dominion Nation" in court? :)

30
Game Reports / See Mercenary, Trash Mercenary
« on: September 22, 2013, 02:15:09 pm »
Gain Curse.

http://dom.retrobox.eu/?/20130922/log.51265786e4b0920d7cbf7d58.1379873607445.txt

See Turns 9 and 10.  Ouch.  I felt bad.

31
Mini-Set Design Contest / Re: Tweaking Diviner
« on: September 21, 2013, 11:11:08 pm »
I feel like there are already too many cards with synonymous names like Oracle, Fortune Teller, and Soothsayer. Is there something less confusing (and more Hinterlandsy) we can call this than "Diviner"?

Just throwing ideas until they stick.  Most of these are bad.  They come in 3 categories.

Ideas that capture the forecasting element of the card: Folksy Weatherman.  Fertilizer.  "See" Urchin.  Forecaster.
Ideas that capture the buy element of the card: Salesman. Tradesman.  Time Merchant. 
Ideas that take inspiration from elsewhere: Time Lord. Consulting Detective (world's only).  Man of Science.  Man of Faith.

Or, we could just go with "Tweaking Diviner."  I like that change.



Time Lord conflicts with Doctor, though.

Doctor?!?  Doctor Who?  Actually, the Time Lord card must have the ability to regenerate into an entirely new card... scratch that idea.

32
Mini-Set Design Contest / Re: Tweaking Diviner
« on: September 21, 2013, 10:40:26 am »
I feel like there are already too many cards with synonymous names like Oracle, Fortune Teller, and Soothsayer. Is there something less confusing (and more Hinterlandsy) we can call this than "Diviner"?

Just throwing ideas until they stick.  Most of these are bad.  They come in 3 categories.

Ideas that capture the forecasting element of the card: Folksy Weatherman.  Fertilizer.  "See" Urchin.  Forecaster.
Ideas that capture the buy element of the card: Salesman. Tradesman.  Time Merchant. 
Ideas that take inspiration from elsewhere: Time Lord. Consulting Detective (world's only).  Man of Science.  Man of Faith.

Or, we could just go with "Tweaking Diviner."  I like that change.


33
Dominion Articles / Re: Synergy: Bandit Camp / Possession
« on: September 20, 2013, 09:52:57 am »
So this one time, at Bandit Camp... someone possessed me.

(I feel old, there are people here too young to get the reference...)

From the same year... ... "Yeah... we have sort of a problem here..."  I think it's called aging.

34
GokoDom / Re: GokoDom II: Round 6 Discussion Thread
« on: September 19, 2013, 10:31:29 pm »
No Pawns Intended defeats ednever 3.5 - 2.5

YouTube Playlist!  (individualized links below)

Game 1: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379635722499.txt 54 No Pawns, 31 ednever

This was a Workshop Silk Road rush for me, and an Apothecary-based engine for him.  Because it was a Colony game, I wasn't sure I had the right strategy, but it worked out.

YouTube for Game 1: 

Game 2: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379636481694.txt 37 ednever, 21 No Pawns

I get excited about the Ironworks-Highway strategy.  I get more Highways than ednever, but he builds an engine that's better and more resilient.  Smithy-Village (a classic) + Highways + Minions and Expand guaranteed ed the victory here.

YouTube for Game 2:

Game 3: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379636945701.txt 39 ednever, 29 No Pawns

Ed gets a 5/2 opening with no good $2 cost cards, but Band O' Misfits is on the board.  In opening BoM/-, he basically opens workshop that turns into Noble Brigand.  He gets a bunch of Caravans.  I go for doubleHoard, but that's not as good.  Ed wins easily.

YouTube for Game 3:

Game 4: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379637799044.txt 25 No Pawns, 25 ednever

Ed builds a nice engine using Young Witch, Herald, Mining Village and Oracle.  I have a strategy that mostly relies upon money and Herbalist becomes my power card.  I get most of the Curses, but somehow my Herbalist and Fist Full of Gold put me in a good position near the end.  Ed ends the game with a tie having $12 and two buys, Silk Road was only worth 1 VP, so we tie.  If he hadn't done that, I would have bought the last Province... so we tie.  I'm down 2.5-1.5, precariously close to elimination.

YouTube for Game 4:

Game 5: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379638396970.txt 32 No Pawns, 8 ednever

IGG, Cultist and Familiar are on the board.  I am first player.  This was a good game to be first player.  I go for a Money-IGG-rushy thing.  He clogs while I get some Provinces and start greening.  He picks up Cultists to slow me down, but that helps me run out a third pile.  He actually ran out the Ruins, and I helped him by buying and gaining some of them.

YouTube for Game 5:

Game 6: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379639744878.txt 44 ednever, 46 No Pawns

The game from Satan himself.  Amb-Pirate Ship-Saboteur-Soothsayer-Sea Hag.  I go Double Amb into a Pawn-based Tactician game.  My deck dies with me in a huge lead, and only two piles out.  Ed claws back with Fairgrounds, Nobles, heavy Pirate Shipping, some Soothsaying, etc.  I think he could have done better with a Saboteur, maybe.  Is there any reason not to do that once my deck dies?  Maybe there was another mistake in there too, but I'm not sure.  Also, I'd power up the Fairgrounds if I'm him.  I think if he does that, he wins easily.  Anyway, you can hear my astonishment that I'm able to end the game on piles in this final YouTube video once it loads.

YouTube for Game 6:

Thanks to ednever for the games.  Ed, you put together some fantastic strategies (see Game 2 and Game 3 in particular) that show I have a lot to learn in the ways of Dominion.  Ex post, there's always a way to question a particular choice or set of choices, but I feel lucky to have come away from this one with a victory. 

35
GokoDom / Re: GokoDom II: Round 6 *RESULTS ONLY*
« on: September 19, 2013, 09:21:05 pm »
No Pawns Intended defeats ednever 3.5 - 2.5

Game 1: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379635722499.txt 54 No Pawns, 31 ednever
Game 2: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379636481694.txt 37 ednever, 21 No Pawns
Game 3: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379636945701.txt 39 ednever, 29 No Pawns
Game 4: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379637799044.txt 25 No Pawns, 25 ednever
Game 5: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379638396970.txt 32 No Pawns, 8 ednever
Game 6: http://dom.retrobox.eu/?/20130919/log.516d0e09e4b082c74d7aacc1.1379639744878.txt 46 No Pawns, 44 ednever

Commentary and *YouTube Videos* to come.  Thanks for the match ednever.  It was fun!

Note: Game 6 was the game from Satan himself.  34+ turns, I think... if memory serves.

36
Dominion Articles / Re: Synergy: Bandit Camp / Possession
« on: September 19, 2013, 08:00:14 pm »
(I feel old, there are people here too young to get the reference...)

You got that right.

Oh, Kirian.  Why do you have to make me feel old?

37
Dominion Videos and Streams / Re: A Three Player Experiment
« on: September 19, 2013, 01:05:16 pm »
A lot of my videos where I'm skypeing with my opponent are similar to the format you use here, though I liberally use the mute button on Skype so I can say things to my video that my opponents can't here. I've done some three-player games like this one and a whole bunch of two-player games like these

I think the ability to do this makes the videos more interesting to watch. Also, you can make split-screen videos where both players have the ability to talk to the video and merging both sides into one.

Is there a particular part of this format you want to explore? I noticed you posted in my looking for opponents thread too. I'm always up to try different formats.

I haven't spent much time in this subforum, and after posting my experiment, I browsed a little and discovered that you've done some Skyping-and-Dominioning.  Not sure I'd do Skype (needing to track the mute button might be just a little too much complexity for now; I'll maybe work up to it).  I like the idea of each of us recording, and posting dueling videos of the same game.  Depending on how hard it is to do the split screen, I might be up for that, but using Quicktime is the easiest way to screencast I could ever imagine.

38
Dominion Videos and Streams / Re: Looking for opponents
« on: September 19, 2013, 11:42:29 am »
I'll play sometime. :)

39
Dominion Videos and Streams / A Three Player Experiment
« on: September 19, 2013, 11:38:14 am »
I recently discovered how to easily record YouTube Dominion using Quicktime.

I made a YouTube video of a game with two IRL friends (well, one friend Polk5440, and one wife Bella Cullen).  I haven't watched all of the videos on YouTube that have Dominion in them, but I think this format is fairly unique.  In a 3P game, we can all hear each other, and all comment on the game.  Thus, I talk less freely (and more strategically) about my strategy than the typical YouTube video.*



As for strategy, it's a Colony game with Wharf and Farming Village.  Remodel and Quarry are important too.  At some point in the game's early stages, I reveal why I am not a top player by debating internally between Quarry and Cutpurse.  Quarry is the right play, and I go for it, but I didn't really reason it through like I should have.  Remodel turns out to be the difference in this game, I think.

Thoughts?

FWIW: I didn't realize how forcefully I laugh until recording this.  I'll try to be less abrasive on your eardrums in the future.

----

*I have tested out recording in other contexts, but I don't have a critical mass on my channel yet.  This is my favorite recording so far -- a game where Mic Qsenoch runs me over on the Highway:

40
Game Reports / Down to the Squire
« on: September 18, 2013, 11:28:44 am »
This was a strange kingdom and a strange game.  I feel like I played suboptimally, but this felt different from most games of Dominion I've played.  I guess that's the point of Dominion.  Variety.

http://dom.retrobox.eu/?/20130918/log.51265786e4b0920d7cbf7d58.1379517801482.txt

41
This was my card.

Quote
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.
When you buy this, gain an Action card costing up to $4, putting it onto your deck.

The secret history of this card.  The card's idea was conceived as a card that would have a fun interaction with Tunnel, my favorite Hinterlands card.  And, that is probably where the opposition to the card began.  So, I designed a card that could gain Tunnel to hand, and then discard it if you happened to have another one of these to play.  How to do that?  Well, make it Oasis with a gain that depends on the discard.  I guess that's complicated, or has a lot going on, or so people say.  Anyway, the Victory-Curse discard started Silver, and the non Victory-Curse discard started with cost up to $4.  That didn't feel parallel enough -- so I made both $4. 

Then, I thought... this card is too SIMPLE, too vanilla... not enough going on for my taste.  What can I do to make it even more Hinterlandsy?  Well, I can break it by giving it an on-gain autopile problem below the line.  OK.  That works, and the card is what it came to be.  Actually, the idea was to allow the card to gain all types of cards, so it was thematic, but as others have pointed out, gaining actions atop your deck is after something else entirely than the top part of the card (which is a nice sifty-gainy mix by itself).  Even after fixing the autopile issue (and then unfixing it myself in a comment), the card had complexity issues.

So, what would the card be if I could rewrite it?

Quote
Barn
Types: Action
Cost: $3
+2 Cards. +1 Buy.

While this is in play, when you buy a card, reveal the top 2 cards of your deck, discard any number, and put the rest back on top in any order.

OK, that's not mine (or my card), but in all honestly, congrats jamespotter.  Simplicity won the day... today.

In all seriousness, I still like my card, and I appreciate the genuine criticism that others have given it.  Here's how I would change my card based on the feedback.

Quote
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4 to your hand. Otherwise, gain a Victory card costing up to $4 to your hand.

Back to the drawing board.  I'm dreaming up my next broken trainwreck right now....

42
Quote
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.

When you buy gain this, gain an Action card costing up to $4, putting it onto your deck.

Autopile with one Bridge in play? I'll take 10 of these and rush Silk Roads, thanks. Broken.

Oops, I crossed out the wrong word.  I guess this had been fixed, and I unfixed it. :-/ 

Finally, Barn's on-gain clause has become on-buy to avoid piling issues.

43
My point here was that it doesn't feel like my kind of bm;td card.
Also, any other cards people want to talk about?

How about these three?

Quote
Chapterhouse
Types: Action
Cost: $5
+1 Action. +$1. Draw until you have 6 cards in hand. Discard 2 cards.

When you buy this, each other player draws a card. When you gain this, each other player with at least 4 cards in hand discards a card.

Quote
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.

When you buy gain this, gain an Action card costing up to $4, putting it onto your deck.

Quote
Safe House
Types: Victory – Reaction
Cost: $3
Worth 2 VP.

When you gain a card costing $0, you may discard this. If you do, gain a Gold.

These are my favorites on the list of 8 that I mentioned before.

On Chapterhouse, I like the split between Buy and Gain.  It also seems like a nice sifter for small hand strategies, which fits the Hinterlands theme well.  People tend to be split on liking the top and/or bottom.  I like it all.

On Barn, I like the fact that the gaining combos with the sifting to handle and enable big, junky decks that are good for Alt VP.  Also, there's a Hinter-combo people haven't brought up: with two Barns, you can gain and discard a Tunnel in the same turn.  Also, if you like that people seem conflicted on its cost, some have called it strong and some have called it weak.  On the commentary, people have called this card too complicated while others have liked it.  As others have mentioned, the card could probably do without the below the line effect for those who don't like complexity.

On Safe House, I have a soft spot for Tunnel, and this is Tunnel for junking attacks.  I like that a lot.  On the other hand, others have mentioned that this enables buying a "better Cache" for $0 at the cost of having a victory card in the deck.  Viewed that way, it might be too strong.  I don't know.  I still like it, but maybe that's because I don't like curses... so I appreciate strong defenses to them.  Also, others have called this too similar to Tunnel.  I'm not sure it is too similar, but I can see that point too.  I guess my favorite part of Hinterlands is the Tunneling. 

44
My point here was that it doesn't feel like my kind of bm;td card.

What does "bm;td" stand for?  Big Money...?

On a different note -- is the voting period for this contest also extended?  I haven't sent votes in for this one yet.

Also, any other cards people want to talk about?

Big Money; Terminal Draw.  bm;td is my own, unless someone else independently discovered it.

45
If I'm going for BM-terminal draw, I like to get lots of money density.  The fact that the "bonus" on the card hurts that objective makes this less interesting to me.
If you're playing BM-terminal draw, your average hand (after playing the draw card) will be larger, so your money density can be lower than if you just played straight BM.

For this comment, my baseline feeling was not a pure BM deck (rather, other BM terminal draw decks), but your point is fair enough.  Maybe that's the purpose for the extra card draw, but my objections to the card pertain more to whether I would enjoy playing with it and whether it feels like Hinterlands (to me) than if the card would be a good BM enabler. My point here was that it doesn't feel like my kind of bm;td card.  If I were to try playing with it, I could be wrong about its feel though.

46
I think Fragasnap is probably right that ULS is practically unusable outside of BM, to the detriment of the game. The only exceptions I can think of are the obvious combo with Silk Road, and taking a free Great Hall or Island (or, when buying a Province, a free Nobles or Harem). Maybe you could play it with Watchtower trashing the Estates, just because you want the +4 Cards...

So from what I can see, this is a really simple card that is extremely interesting already because opinion on it is so divergent.  There were people who thought it would be too strong in an engine, stacking like Goons or Bridge.  There are people who think it is unusable for engines.  There are people who think it is too good for BM -- and on this note, I will say that however strong it is, I'm pretty sure Wharf-BM is still better.

I only commented on cards that I liked to this point, but given all the attention paid to ULS, I'll give a comment.  I'm not a huge fan of this one.  In particular, the issue of how crazy it is in Colony games is worth emphasizing.  People have mentioned that you get a Province with your Colony if you hit $11 with this, but equally important is that you get a Province with your Platinum, and no longer have to choose between Plat and Province.  That seems to me to be a big deal.

Also, I have to agree with previous comments (I forget who made them) that the gaining Victory cards feels odd for a mega-terminal draw card (i.e., +4, rather than +3 Cards).  If I'm going for BM-terminal draw, I like to get lots of money density.  The fact that the "bonus" on the card hurts that objective makes this less interesting to me.  That's a matter of taste.  I can see people liking having to fight the card to get the money density up, but that's just not for me (sorry).

Most of all, this just doesn't feel like Hinterlands to me.  Hinterlands has a lot of gainers, but they gain things that tend to help you with big, ugly decks (usually treasure, thinking IGG, Trader, Jack, Tunnel, Cache), rather than junk them up.  The gain here is supposed to be junk, so there's that.  Plus, none of these are primarily payload gainers like ULS (maybe with the exception of using Haggler to gain a Border Village to gain a Duchy, but that involves two cards, not just playing one).  So, in my view, ULS has a different feel than Hinterlands.  Maybe that's a plus for people out there, but it is a minus for me.

*FWIW: Divergent opinions on the strength of cards might be worth liking a card more, but divergent opinions on the interestingness are not.  By my reading, the commentary about ULS has been equal parts disagreement about strength and interestingness/taste.  I could be reading the comments incorrectly though.

48
Ugh.  I have no idea which cards to vote for.

Vote for mine. ;)

49
Game Reports / Re: The Intimidating Pirate?
« on: September 14, 2013, 11:05:10 am »
In addition to his decent but not great amount of treasure, he has 5 "dead" cards that will hurt him alot w.r.t. getting to Provinces: 2 Beggars, a Soothsayer (which b.c. of Hermit helps you more than it hurts you), a Workshop(?) and a Pirate Ship(?? this one also helps you a ton).

I was awfully puzzled by the Pirate Ship buy, too.  By the time he made the purchase, it was already clear I was going Scrying.

The most disappointing thing about his resignation is that he resigned before the game got interesting.  Maybe he had a non-Dominion reason to resign?

50
Game Reports / Re: The Intimidating Pirate?
« on: September 13, 2013, 10:54:30 pm »
You were going to be playing 2-3 Pirate Ships per turn, with Scrying Pools ensuring that a Gold or Silver is on top at least once. It wouldn't take that long for you to Province every turn while he'd be praying to be able to afford a Duchy.

Have we actually found a spot where you would resign and i wouldn't?? :D

I'm not sure that nopawns is really going to be playing 2-3 Pirates per turn. He still has 8 non-actions and no way to trash them. Seems like he'll need more than 4 Scrying Pools to pull it off, and there's no +buy.

His opponent already has 5 Silver, 2 Gold, 1 Harem, plus a Soothsayer and 2 Beggars, so his premium treasure is going to last for a while even if nopawns uses all his Pirate ships for attack. And no number of Pirate Ships can stop a horde of Beggars from picking up Duchies. Seems like nopawns is going to have to stop his opponent before he gets two more Provinces or plan to make up the difference in Harems.

This was my thought.  I figured it was an ill-conceived move to go the route that I went, but I wanted to see how close it would be to pull it off.  On that turn, I had more Pirate Ships and actions in hand than I otherwise would because it was a Madman turn.  I likely wouldn't have that kind of success in future hands.  For that reason, I'm not so sure I would play so many Pirates in the future turns, but I sure was going to try.

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