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Goko Dominion Online / Re: A Room For Forum Members
« on: June 29, 2013, 11:04:51 am »
I think switching to Gardens is an improvement - as mentioned in the OP, at least you can get a game in Gardens.

Dominion Articles / Re: Rebuild Mirrors
« on: June 27, 2013, 11:55:15 am »
This article was the single most informative thing I have read on this site since the Penultimate Province Rule.

General Discussion / Re: Star Trek
« on: June 18, 2013, 09:26:24 pm »
Suppose someone -- a "friend" -- has never seen anything remotely Star Trek-related, with the exception of the Futurama parody episode (which wasn't particularly funny if you haven't seen anything else Star Trek-related).  Advice?

Watch "The Measure of a Man" from TNG season 2. We recently watched all of TNG (now doing DS9) and I thought this was one of the stand-out episodes.

Don't bother with the TNG movies though - a huge disappointment that we wished we could 'unwatch' after the TV series.

Dominion General Discussion / Re: "Discard a card" vs. "-1 Card"
« on: June 16, 2013, 04:51:17 pm »
It would make a certain amount of sense and look cleaner, but Tables has a point. I suppose that Action/Buy/Coin are 'commutative', in that you could add and subtract them in whatever order and the net effect would be the same (with the caveat that 'not less than zero coins' is explicitly stated when it could happen, e.g. -$1 +$1). By contrast, -1 card +1 card is totally different to +1 card -1 card. However that isn't really an argument for not writing it as -cards... but you would still probably prefer to say 'discard' when for instance you -cards down to n, just like you say 'draw' when you +cards up to n.

I really think they should just be put on whatever their regular price list is. So Stonemason at $2, Masterpiece at $3, etc.

Why? Look, we do this exact same thing for Peddler already. It's in the $6+ range. But if you are paying $6+ for Peddler, then really it should be worst card on that list. But it's not, it's in the top half of $6+ cards. Why? Because when we rank it, we make mental note of the different prices aspect of it. We can do the same for these cards.

And the truth shall set you free!!!!!
Spot on my good chap! : ;)

So the guy with the Scout avatar agrees with Robz888. Something fishy going on there...

Dominion: Guilds Previews / Re: Masterpiece
« on: June 14, 2013, 05:41:24 pm »
At first Masterpiece looked dull, but the card is really growing on me (I have not tried it yet). Silvers for $1 a piece sounds like a great deal a lot of the time, and I would guess that its presence pushes you towards BM, plus draw? Probably $5, overpaying by $2, is least I would pay for it, achieving the same money density for the same cost as Cache. Also, having another kingdom Treasure at $3 is nice, even though you won't pay $3 for it... and it's a good target for Mine etc. and Swindler. I like it, it's a nice design.

Dominion: Guilds Previews / Re: Card Photos
« on: June 14, 2013, 02:24:53 am »

Someone from Goko just posted in the Counting House chat (and possibly elsewhere.)

"John Q: Hi everyone… we'll be starting our maintenance window at 11:30pm pacific (in about 15 minutes) in order to release Guilds… should be down for about 30 minutes."

Also saw this in Council Room I think - great news.

Dominion: Guilds Previews / Re: Bold Predictions: Guilds Edition
« on: June 13, 2013, 11:19:50 pm »
My guess is that Advisor is one of the best nonterminal $4s. Also, it is interesting that with Envoy, if your opponent is out of actions it is much easier to choose which card for your opponent to discard - typically let them keep dead actions and discard their best treasure - with Advisor, this is not the case - your opponent always has an action to spare, so the choice might not be so easy.

Dominion: Guilds Previews / Re: Possible card ideas
« on: June 08, 2013, 10:13:35 pm »
Quote from: Dark Ages rulebook
If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play.

Perhaps we will see a Bridge variant that, for instance, uses coin tokens to reduce the cost of individual cards in the supply, or perhaps this was just a typo. But it's hard to envision how this effect might be incorporated in a useful way... you don't want lowered costs to help your opponents, so it might just be a one-turn thing - but it would have to be combined with other useful effects this turn such as gaining or extra buys.

$4 action
+1 Buy
Gain a coin token
Place any number of coin tokens on a supply pile; cards in that pile cost 2 less this turn. Remove coins spent this way at the end of your turn.

Kind of like a coined-up Woodcutter? Stonecutter, or Highwayman maybe?

Dominion: Guilds Previews / Re: Preview #4: Butcher
« on: June 08, 2013, 12:21:40 am »


Man, Butcher is overpowered.

Dominion: Guilds Previews / Re: Preview #4: Butcher
« on: June 06, 2013, 05:27:24 pm »
It seems like the 5th theme of this set (after bald people, etc.) is shaping up to be: nominally $4 cards that cost $5 because they use coin tokens (Remodel -> Butcher, hypothetical $4 Peddler -> Baker).

It could be a good yardstick for fan card designs that use coin tokens... E.g. a Feast-variant that gives +5 coin tokens, spend any number of tokens to gain a card of that cost?

Dominion: Guilds Previews / Re: First small Guilds Spoiler
« on: June 06, 2013, 05:15:44 pm »
GU -> Guildhouse

That's a victory card if ever I heard of one ...

Game Reports / Re: Crazy 10 turn game
« on: June 06, 2013, 11:01:12 am »
Rabid   buys King's Court
Rabid   gains King's Court
Rabid   draws Market Square, Scrying Pool, Market Square, Scrying Pool
Rabid   shuffles deck
Rabid   draws King's Court


I have on numerous occasions thought to myself, "Gee, I haven't played with card X in quite some time."  Only to find randomizer X mixed in with the stack of card X.

I've been using a simple C code I wrote to generate random kingdoms (with certain optional prerequisites like: if a card has on-trash benefit, include a trasher for that card type) recently - you could try something like that and avoid this problem ...

How lucky I am to actually have both peanut butter, ginger & rhubarb preserve and toasts at home.

This is a three(four?) ingredient combo and is very unlikely to happen regularly.

Toast also conflicts with:
Opponents' crumpets

Toast combos with butter. When both of these are available I go for this.

Toast also works with:

Dominion Articles / Re: Counting House
« on: May 22, 2013, 08:39:29 pm »
Anyone else in the boat of trying crazy stuff for fun to lower their win-ratio to keep their friends/family interested in the game?


For me, Dominion is all about circuitous paths to occasional victory.

The least enjoyable games for me are those where I take the obvious route and win easily. I am much more interested in trying out contrived strategies and trying to make uncommonly purchased cards shine. It is the enjoyment of discovering something new, versus repeating something learned to be effective. I usually play with new players at board game parties or relatives/significant other who are non-competitive. I am sure that my circle of Dominion players would be much narrower if I only played to win.

Goko Dominion Online / Re: Why do people demand 4000+/5000+?
« on: May 20, 2013, 01:24:58 pm »
Goko really, really punishes you for playing low-ranked players. I'm about 6200, and if I lose a game to someone under 5000, I drop like 70 levels.

That is unfortunate to hear... I remember back on isotropic, I (a) used to be hesitant to play against IRL friends (low level, sometimes zero) because of the hit I'd take to my level if I lost, and (b) when I did play them, I wouldn't be playing for fun, I'd be playing to win and preserve my level. And I'm by no means even a top-tier player. Still, this definitely made the game less fun for me.

I think that a rating system inherently subtracts some of the fun of the game, because if you really care about ratings, then you really care about winning. Then you're perhaps less likely to try out new fun combo ideas too. Well, I guess that there is a 'non-rated' game set-up option on goko now...

Mini-Set Design Contest / Re: Can we have another one of these?
« on: May 20, 2013, 01:53:50 am »
A variant on a treasure chest expansion that might be interesting is to design cards that each reflect two sets, e.g., duration/potion-cost, or looter/variety. Since a treasure chest assumes that you have all the expansions already, why limit each card to reflect one expansion only? ;)
This is something that I can't agree with strongly enough, and it's what I'd want a "Treasure Chest" expansion to do. Sure it would be nice to have another card that fits in with each expansion, but much more I'd like some cards that borrow from multiple expansions.

Yes my thoughts exactly. I think it has the potential to be more interesting as a design concept/challenge than just adding what is essentially a single new card to each set.

Some thoughts on how you could run it - make a list of some of the defining characteristics of each expansion, and have a competition for each one but where it has to reflect at least one other one (e.g. the "Potion-cost" competition would accept cards with a Potion cost, obviously, but they also have to be Duration/care about variety/have an on-buy effect etc). Then allow cards to be entered in more than one contest, or only one contest based on their "defining" characteristic (however you judge that). Probably tricky, but I'd love to see the results.

I haven't given much thought to how you'd run a design contest like that. You'd probably want to avoid suggesting the expansion combinations as part of the design criteria. Maybe each round can specify a single set (e.g. Alchemy) or characteristic, and the winning card's other set or characteristic (e.g. Intrigue if it is Alchemy/Intrigue) is then eliminated from having its own competition. Maybe the larger sets can be chosen twice, I guess that is the 'conventional wisdom'. But note that you need this list of 'defining characteristics' of each set even if your treasure chest cards reflect only a single set each!

A variant on a treasure chest expansion that might be interesting is to design cards that each reflect two sets, e.g., duration/potion-cost, or looter/variety. Since a treasure chest assumes that you have all the expansions already, why limit each card to reflect one expansion only? ;)
Or three or four or five!
How about that potion cost duration card that gives you VP tokens as an on-buy effect if there are no more than 2 of a card in the trash!

Now you're opening a Pandora's box ... hmm that could work as the title.

Mini-Set Design Contest / Re: Can we have another one of these?
« on: May 19, 2013, 07:06:16 pm »
A variant on a treasure chest expansion that might be interesting is to design cards that each reflect two sets, e.g., duration/potion-cost, or looter/variety. Since a treasure chest assumes that you have all the expansions already, why limit each card to reflect one expansion only? ;)

Dominion: Guilds Previews / Re: Needed card titles
« on: May 08, 2013, 11:20:36 am »
A Marshall might be appropriate for keeping your Militias in order (reveal cards until reveal an Attack?).

Siege Engines are conspicuously absent.

I'd love a card named Rook.

Sounds like a thematic cursegiver. I guess we have rooks (or near enough) on Curses and Ill-Gotten Gains.

We're missing miscreants related to treachery, like Traitor, Turncoat, Bribery, Blackmail, or Informer.


I'm probably wrong to say the weak cards, but I had to say the cards more unbalanced .. for example the chapel, is the only one that follows a strategy different from all the others

To try and answer your question as best as possible, without resorting to 'it can't be done' or variants on 'it depends', I would say that if your aim is to not play with cards that are 'more unbalanced' and 'follow a different strategy', then I would select these ones:

(that's it - I can't bring myself to remove more than these two)

Maybe Steward, or Swindler?

(you already selected Trade Route, Bishop, Goons and Monument)
King's Court

Dominion General Discussion / Re: Urchin/Mercenary Strategy
« on: September 24, 2012, 11:48:19 pm »
Mercenary and Fortress is a nice combo to get around having to trash stuff - and once you've trashed all the junk you can mass-buy untrashable Fortresses for your Mercenaries to feed on.

I think the basic set has plenty of replay value for introducing new players (although playing fairly infrequently, it was many months between getting the base set and my first expansion). The recommended sets are great and in particular the 'first game' set is a must. Playing the same kingdom a couple of times before switching it up also seems to work. Don't introduce any kind of strategy or lingo, or play hard - just have fun buying stuff that looks cool and enjoy using it. My parents, my sister, my friends, my girlfriend, her cousins and my previous housemate were all hooked by starting this way. Good luck introducing your partner to the game!

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