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Messages - ipofanes

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851
Variants and Fan Cards / Re: Thriftshop: a shared Native Village mat
« on: March 04, 2016, 11:33:46 am »
Yeah, I think it works like Masquerade where cards just appear and disappear without being gained or trashed. They're just exchanged between your hand and the mat. You don't "gain" cards on your NV mat either.
You mean I cannot "gain" all the cards from the trash, reveal Trader and boost my Feodums? /s

852
Variants and Fan Cards / Re: Thriftshop: a shared Native Village mat
« on: March 04, 2016, 04:48:40 am »
I considered allowing to put up to 2 cards on the mat which makes it quite stronger.

That would solve the competing trasher problem, in a 4-3 opening I would buy it over Steward in most kingdoms, possibly over Chapel. Might be OP, but could be priced with a similar reasoning as Chapel: If Thrift Market is in the kingdom, you want it to spice almost every game with its endgame boon.   

853
Variants and Fan Cards / Re: Thriftshop: a shared Native Village mat
« on: March 03, 2016, 07:45:05 am »
Two thoughts:

It's a bit like a reverse Lookout: weak at the start, strong towards the end. Which means that if there are genuine trashers in the kingdom, the Thrift Store loses its appeal at the end of the game.

The +Action is a true boon as it leaves room for doing something with the stuff. Got two dead Stables in hand? Off you go. Vault, Artificer, even Storyteller shine with this. Cellar just got better than Warehouse. Are you a Hamlet idiot? Not to be worried anymore, ready yourself for the final turn with lots of buys.

Sounds like an argument in favor of the card to me, no?

It was rather an attempt at a "works with" synopsis. I fear that it wouldn't fill up with decent trashers in the kingdom, as most of your junk would go to the trash rather than the store. My fear is that it would be rather situational, less situational than Pirate Ship or Counting House maybe. But keep in mind that a 4 token Pirate Ship rewards you every time it's played, the Counting House gives you $5 or $6 once in a while, whereas Thrift Store only treats you once in the game, unless your opponent comes first.

854
Variants and Fan Cards / Re: Thriftshop: a shared Native Village mat
« on: March 03, 2016, 07:10:47 am »
Two thoughts:

It's a bit like a reverse Lookout: weak at the start, strong towards the end. Which means that if there are genuine trashers in the kingdom, the Thrift Store loses its appeal at the end of the game.

The +Action is a true boon as it leaves room for doing something with the stuff. Got two dead Stables in hand? Off you go. Vault, Artificer, even Storyteller shine with this. Cellar just got better than Warehouse. Are you a Hamlet idiot? Not to be worried anymore, ready yourself for the final turn with lots of buys.

855
Dominion Articles / Re: Wandering Winder's new Governor article
« on: February 29, 2016, 10:07:05 am »
Favorite combo with this card is Ghost Ship.

That's where YMYOSL comes from.

"O" for "opponent's"?

856
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Haunted Woods
« on: February 29, 2016, 09:46:34 am »
Cards like Artificer or Vault can counter HW too.

857
Dominion General Discussion / Re: Interview with Donald X.
« on: February 29, 2016, 07:13:03 am »
Well, if a player has some sort of combo deck, getting milled can be bad if it discards all the copies of a key component of the combo (unless he has a way to get them back from his graveyard). So even if on average it has no effect, in any single game it can be an instant loss for that player.

Granted, milling only because you are hoping for that seems like a pretty terrible idea.

Milling is just as likely to make an opponent draw his key card that he otherwise wouldn't have drawn as it is to make him miss his key card.

Plus no one knows the deck better than the wizard who crafted it. The information which cards are not available anymore is much more useful to her than her opponent.

858
Other Games / Re: Any Go players?
« on: February 25, 2016, 03:34:19 am »
I unfortunately do not

This AI does though! http://www.scientificamerican.com/article/computer-beats-go-champion-for-first-time/

It'll be five years until the robots beat the best players of the world I guess. Then, they'll discover Dominion. Will they best the human race there too?

Depends on the kingdom.

859
Let's Discuss ... / Re: Let's Discuss Adventures Events: Bonfire
« on: February 23, 2016, 04:47:57 am »
WE DIDN'T START THE FIRE
IT WAS ALWAYS
Tip for anyone who ever wants a guaranteed +1 from me on their posts: reference Billy Joel.

Bonfire? If that's the way to move up, I'm moving out.

860
Dominion General Discussion / Re: Interview with Donald X.
« on: February 23, 2016, 03:35:42 am »
At least the reserve cards (maybe save Wine Merchant) don't cost you too much sleep wrt King's Court interaction.

861
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Coin of the Realm
« on: February 19, 2016, 03:07:20 am »
That means it's never* dead, which is also cool.
*Edge case: Tactician.

862
Dominion General Discussion / Re: Interview with Donald X.
« on: February 16, 2016, 07:33:27 am »
What??? Isotopic is going down??? No!!!
ugh ... is it?

863
Dominion General Discussion / Re: Interview with Donald X.
« on: February 10, 2016, 05:34:20 am »
Does this mean you stopped testing online halfway through Empires or that you moved too 3/4 player testing online on Empires. If so, that's a very interesting decision.
Doug found better things to do with his time midway through Empires. So, he stopped updating isotropic, so we couldn't test new cards on it anymore.
Does that mean isotropic is going down?
Dude, there's still Innovation, and uh. The Celtic knot thingy.
Looks like he found better things to do (than updating isotropic Innovation) for quite a while now.

864
I am not getting where the "+action" comes from.
Transmogrify is nonterminal.
Playing it is nonterminal, invoking it (at start of next turn at the earliest) isn't. Well, at least it isn't +action.

865
I am not getting where the "+action" comes from.

866
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: February 01, 2016, 03:42:46 am »
For Weight, it was only Scale and Gold, giving you 2 extra guesses for the ones you missed on Shades.

I would be misled as a spy by that number. Of course you could always add the number of yet uncharted words to the number of associations with the clue, but that would have to be known as your personal style to be useful. (Also, I am not 100% sure if it is legal.) Seeing the high number with weight, I was sure that Mammoth would be one of the solutions.

867
I don't agree at all that butcher is better for this. Besides the fact that Transmogrify is non-terminal, you also just need one Province in hand to mill it several times.

LF's reply was to your assertion that Transmogrify-Peddler is "better than any other trash for benefit peddler.".  They're saying that Butcher is a better TfB with Peddler in general, not necessarily that it's better if your goal is purely to mill Provinces.
I now renounce my claim that transmogrify  is a better tfb with peddler. I forgot about butcher. I think they are close

I played an Adventures/Intrigue Kingdom today and found that transmogrify is a great Conspirator enabler as it is chainable when put on the Tavern mat, can get you Conspirator in hand when you have the action, or change your unsupported Conspirator for something better. (I swapped a dead Conspirator for a Storyteller, spent my hand, drew six new cards which formed a new Conspirator chain.) 

868
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: January 31, 2016, 08:50:10 am »
CZECH

not a very specific clue (Bohemia would be closest to a synonym) but everything else does not fit.

869
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Duplicate
« on: January 29, 2016, 09:42:45 am »
Sounds you need multiple grabs, which would be in line with the above comment that you don't want to leave Reserve cards in the Tavern for too long.

But how bad does terminal collision bite you after the first grab? How often do you reach $5 with the deck that has got its first dose of green?
 

870
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: January 29, 2016, 07:49:53 am »
We don't have any remaining guess, so I suggest PASS.

Unless you have an idea about which word could be so unrelated with PASTE that Kuildeous was unable to link them up.

871
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: January 29, 2016, 02:54:00 am »
Since he's playing by himself,

Sorry, of course, I forgot that. Bring on the musings!

872
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: January 28, 2016, 10:37:36 am »
ok. I am all for PASTE then.

or rather, not quite ok. I'm all for table talk to coordinate the guesses between players. Talk especially directed at the spymaster to guide his clues is something I'd frown upon at the table.

What do the others think?

873
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: January 28, 2016, 10:24:53 am »
Are we allowed to talk or guess? I am not getting what ashersky and gkrieg are up to.

874
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: January 27, 2016, 03:25:43 am »
IRON next?

875
Non-Mafia Game Threads / Re: Codenames V -- team play
« on: January 27, 2016, 01:58:09 am »
Now I am more confident about IRON as another guess.

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