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76
Mini-Set Design Contest / Re: The Contest Set Card List
« on: September 13, 2012, 12:01:51 am »
Forum?

77
Mini-Set Design Contest / Re: The Contest Set Card List
« on: September 12, 2012, 01:06:58 pm »
Would the creator of the Conference Room card consider a name change to a medieval equivalent?

If so, I'd suggest Chapter Room or Chapter House - "a building or room attached to a cathedral or collegiate church in which meetings are held. They can also be found in medieval monasteries." (Wikipedia) See also Chapter.


I certainly don't feel hugely attached to the name so if we can come up with a better alternative then I am happy for it to be changed. The point of Conference Room was to be a more scientific sounding version of Council Room. Ideally I would like a name like this which references both Council Room and Laboratory. I'm not so keen on Chapter House since it doesn't do this and the other cards with ecclesiastical names involve trashing rather than drawing. It would be good to hear if anyone else has some ideas.

Lycaeum/Lyceum? A public meeting place for exchange of ideas, perhaps more classical than medieval ... similarly, Theatre/Town Hall/Town Square?

Monastery? A variant on Chapter House I suppose but it could indicate (slightly) a philosophical side ... similarly, Academy/Institute/Salon? School/Observatory?

78
I have also submitted a probably totally broken card - this challenge is going to be fun to read! If a card is a good idea but broken as-written, I would still vote for it if it could be fixed with slight rewording etc. Got to reward good ideas!

79
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 29, 2012, 11:43:18 am »
Having read the entire thread I don't see why there is such an issue here. I think it would be really sad if some kind of special ruling was deemed necessary, the situation does not seem so complex.

Perhaps you can make a compelling argument that you don't get to BoM-Feast twice, or that when you Procession-BoM you don't get to replace your trashed BoM with a $6 action. However, I really cannot see that it is intuitive to play that way. Firstly, and by my count most importantly, I do not think it is in the spirit of the cards played to deny the second Feast - it seems counterintuitive; if I was playing a game with someone who insisted that I couldn't Feast twice, I'm not sure I'd be having such an enjoyable game with them (the same holds for Procession-BoM: ultimately I trashed and (at least for now) lost ownership of BoM, so I should replace it with a $1 higher cost action). Secondly, while you can argue along those lines, you can argue at least as consistently (to my mind, more so, but each to their own) along the lines of the rules as they are, which seem perfectly self-consistent, in addition to being intuitively what one would expect.

BoM is a really cool concept, and I think it should be played intuitively and not mired in this kind of rules bureaucracy, which can only lessen the enjoyment of playing BoM. You're free to play your own house rule variants if you really take objection to the rules, but please let's not get some kind of special ruling here.

80
Ok, I see; it seems like comparing this hypothetical expansion to normal expansions is not the right way to look at it. Still, I wonder whether it is pretty unlikely to happen given that it caters only to dominion players who own specific expansions. A bunch of individual, promo-style cards which have these prerequisites might be a bit more likely than bundling them together.

But anyway, unlikely or not, let's speculate about the cards already.

81
I'm curious about whether the hypothetical treasure chest expansion would be designed so that it is playable with just the basic cards, either those from Dominion/Intrigue or those from the basic cards set (i.e. the same but including potion and platinum).

Maybe the answer to this is already 'no, you would be expected to already own multiple specific expansions to make full use of the treasure chest', but this seems a little counterintuitive. Unless I am mistaken, every expansion can be played by just including the basic cards, so I would assume, perhaps wrongly, that a treasure chest would be the same. If this is the case then certain cards become less likely... Potion-cost cards are not such a problem with just the basic cards set (although if you get your 'basic' cards from Dominion/Intrigue, then that still is a problem since you won't have potion); however, cards that hand out VP tokens or ruins would be a problem, since tokens and ruins require additional sets.

If cards with those additional requirements would be included in a treasure chest expansion, it seems likely that only people who already owned all of the multiple additional sets required would purchase it, else they would be buying one or more cards that they cannot play! This would seem to reduce the incentive for the set to be designed and produced in the first place. The other alternative is to supply the prerequisite ingredients with the treasure chest; including VP tokens is feasible if perhaps wasteful, perhaps even potion cards, maybe spoils, but supplying 50 ruins cards is I think much less likely since they would take so much space.

82
Just want to say that I love the secret histories. They provide a fascinating insight into the design process and hearing about things like the failed Altar strategy is wonderful. Also, the secret history does a really good job of not giving away spoilers about how the cards that did make it into a set are best used.

Oh, and one more thing:

I'm also wondering why it was decided that there'd be exactly 5 different ruins, especially since it affected the design of the Shelters. Considering not much attention was paid to making them all internally balanced (Ruined Village), wouldn't having lots of different Ruins have been more interesting? I'm sure there was no shortage of ideas.
As explained, there are five (with those particular four) so you can learn them quickly. Some people would not like not knowing what they were.

That is one of the main reasons I really don't enjoy Race for the Galaxy.

83
Dominion General Discussion / Re: Soo... Which expansion should I get.
« on: August 25, 2012, 11:42:57 pm »
For what it's worth I quite like Scout and actually would consider buying it separately from Intrigue!

EDIT: and now I can combo Dame Josephine with it.

84
Dominion General Discussion / Re: Soo... Which expansion should I get.
« on: August 25, 2012, 11:23:31 pm »
You said that people you will likely play with will generally not have the same level of experience as you - personally in that situation I would avoid getting Intrigue. There are many cards in that set that I would imagine new players probably won't enjoy (although like every set there are some good ones too). In particular though, in Intrigue there are many cards where you have choices of which benefit to receive, and at the end of your turn when you are counting your available treasure for instance, it might not be easy for a new player to keep track.

I would say that Seaside would be the best expansion to get for playing with new players, there are many cards that are simpler to keep track of or just fun in there, but that's just my opinion. It was, until buying Dark Ages today, the only expansion I owned and wanted, so I am maybe a bit biased, but I have had success playing it with new players.

Ultimately though I would advise getting the basic (Dominion) set because sure, it may be a bit redundant since others are likely to have it too, but when you introduce new people to the game using only your own cards, it's always great to have Dominion available. If you were to go for Dominion, you could always then pair it with either of the smaller sets, Cornucopia or Alchemy, saving a bit of money and still making sure you have sets that other Dominion players you meet are perhaps less likely to own; with Dominion around you have 25 kingdom cards to augment a smaller set and wouldn't have such a problem of too little variety that you might have with just Alchemy and the Base cards.

Oh and regarding the question of whether Cornucopia is a small set - you can check out all the sets in this very site (http://dominionstrategy.com/card-lists/ and Dark Ages has its own recent post but is not yet in this list)

85
Dominion: Dark Ages Previews / Re: Dark Ages Retail Store Availability
« on: August 25, 2012, 11:02:15 pm »
Spent all week refreshing my local game store's website to see if they had it in stock, but it was in vain. Stopped by on the way home today since I was in the area, and they had it!

In sad but somewhat related news, the puppeteer behind the Count from Sesame Steet ("Count von Count" apparently) passed away today. I will be trashing my hand and saluting him.

86
Dominion: Dark Ages Previews / Re: Best set to mix with DA?
« on: August 23, 2012, 10:34:02 am »
Hinterlands' on-gain effects would probably work well with Dark Ages but would do nothing to reduce the complexity of the kingdoms. Personally I would suggest that it's always good to have simpler cards available and they go well with everything, so Base is the best set to get with Dark Ages. The added bonus is that since you're buying the sets, you might end up playing with friends or family members who don't know the game or games in general so well. If you introduce them to the game with an all Dark Ages / Hinterlands kingdom, chances are they will find it too complex and not want to play anymore... Base would be the best way to introduce them to Dominion, as a gateway into Dark Ages.

87
You know what I'm worried about?  When Donald talked about why he never did trashing attacks, he always mentioned how games would devolve into states where everybody had 5-card decks and couldn't make any progress.  I thought that this issue was one reason that previous trashing attacks essentially remodel cards instead of trashing them.

I feel like the reason that knights can kill each other is to avoid the 5-card-deck scenario.  But there are 10 knights.  If one player gets more knights than the other (i.e. wins the "knight split"), then once the knights cancel out, the player that started with more knights will still have knights, and at that point he'll be able to trash his opponent's deck down to 5 and keep him there.

This sounds like mutually-assured destruction. We cannot allow a Knight card gap!

My own guess is that like countering Saboteur, it will be possible to work around the threat of being wiped out by Knights. Especially in Dark Ages kingdoms because of the on-trash effect/reaction cards and also (perhaps) because of useful cards costing less than 3. But in the general case I guess having loads of silver would work.

They can't trash Coppers and they can't trash Provinces without support -- and note that if that support is provided, it causes Knights to miss other cards, e.g. Silvers will be passed over.

^ I think this could also be quite important.


88
Dominion General Discussion / Re: Dark Ages rules
« on: August 18, 2012, 02:37:13 am »

89
Dominion: Dark Ages Previews / Re: Things we DIDN'T see in the previews
« on: August 15, 2012, 11:32:13 am »
While Graverobber is thematically a traditional upgrading card (i.e. trash a card in hand for a better card from the supply) with an extra ability, like the Villages mostly involving a word that invokes a sense of a place with lots of people (X Village, City, University), I wonder whether there's going to be something with a more thematic name along the lines of Upgrade/Remake/Develop. What's left in that space, anyway? Renovate?

Improve.  Rebuild.  Reconstruct.  Deconstruct.  Downgrade.   Worsen. 

A trash for benefit that doesn't improve the cost of your cards might be interesting, something like:

'Retool' or 'Reconstruct'
+1 action
Trash a card from your hand; gain a card of the same cost putting it in your hand.

It would give you flexibility. If your hand has too many terminal draw cards you can convert one to an equal cost village and then you're set. Also you could just replace a card with the same card if you only want it for the on-trash/on-gain benefit, or if you want to deplete that pile.

A reaction to trashing or treasure that does something when trashed would also be good, but they would make Thief worse, and it doesn't really need that. Maybe a reaction to other players trashing would work, e.g. When another player trashes a card you may reveal and discard this card; if you do, draw up to 6.

90
Dominion General Discussion / Re: Favorite Dominion Card(s)
« on: August 14, 2012, 10:53:19 pm »
Remodel is probably my favourite card, I usually go for it. I love to remodel Golds into Provinces and then lose because I burnt all my money too early. Library and Adventurer are close runners-up.

91
Dominion General Discussion / Re: Most FUN Cards EVER
« on: August 14, 2012, 01:08:22 am »
I usually play casual games of 4-5 players with people who are new to the game, or generally not gaming people; I own Base and Seaside as well as Walled Village. The cards people find most fun from this selection are generally Council Room (I've never met anyone who doesn't love this one), Island (it's a kind of deck thinning that people usually enjoy and understand the benefit of immediately), and Smugglers (an interaction that is always entertaining). Moat/Lighthouse, Laboratory, Fishing Village and Smithy are also popular. A set with any of those cards is likely to go down very well in a casual setting. Interestingly, I have found that certain powerful attacks (e.g. Ghost Ship, Ambassador) are hated, while others (e.g. Witch) are enjoyed. Cards like Treasure Map, which are generally not worth it unless you have a specific plan for them, are not good in casual games (this is probably why Ambassador is disliked).

Although I play the other Dominion sets with a gaming group, I don't think any of them are as good as Base and Seaside for entertainment value and friendliness to new players and non-gamers. Here's hoping that Dark Ages has a bunch of cards that are fun and not-too-serious ...

92
Dominion: Dark Ages Previews / Re: Play the previewed Kingdom!
« on: August 13, 2012, 03:02:14 pm »
I can already see my first game going exactly like this:

Open with Rats; lose terribly but have a lot of fun in the process.

93
Dominion: Dark Ages Previews / Re: Rationalizing the Dominion Theme
« on: August 13, 2012, 12:09:27 am »
There is convincing evidence that Dominion is a Marxist allegory.

Nice. Maybe that's why it's called Dominion (/ Mother Russia - which even mentions Lighthouse  :P)

94
Dominion: Dark Ages Previews / Re: Things we DIDN'T see in the previews
« on: August 12, 2012, 03:37:48 am »
What's left in that space, anyway? Renovate?

That could work. Demolish might also fit with the theme. Restore?

It's also interesting to think up thematic effects... maybe a reverse remodel, return a card from your hand to the supply; if you do, gain a card costing up to 2 more from the trash.

95
Dominion: Dark Ages Previews / Re: Things we DIDN'T see in the previews
« on: August 12, 2012, 12:05:40 am »
A $2 attack? Unlikely I suppose, but so was pretty much everything else so far ...

96
I am chuffed to see a self-duplicating card. Never thought it would be a trashing card, but it's nicely thematic this way. Seriously considering getting this set, mostly because of Rats... I wonder if there will be a reaction in this set that helps against Rats, e.g., when you trash a card, you may reveal this; if you do, draw up to n>5. Or even, if you do, you may gain a copy of that card (ok that wording doesn't work, but something similar). So many possibilities.

Still, a shame that there isn't going to be an alternative victory card (at least in this set) that counts something to do with the trash pile - maybe it wouldn't have worked for some reason? REALLY looking forward to reading the secret history behind this set - so many design decisions I want to hear about.

97
Dominion General Discussion / Re: News on forthcoming expansions
« on: March 14, 2012, 10:24:39 pm »
I'm looking forward to learning what on earth a duchy looks like.

98
Dominion General Discussion / Re: How do you set up the game IRL?
« on: March 14, 2012, 10:20:44 pm »
Mats just get handed out at the start as required. This was never a consideration until I bought seaside as my first expansion two weeks ago :chuffed:. In rows from top to bottom:

Basic victory cards
Basic treasure cards (trash card somewhere to the side of these first two rows)
Kingdom cards in two rows and grouped by cost

When I play with family or friends who don't know the game so well (which is most of the time) I try and face the set up away from myself, so that they can better read the costs and effects of cards they aren't familiar with. However the work-around for this which we use at my parents' place is using a small rotatable table with a chess board placed on top - then everyone can spin the board around to face them on their turn (knocking all the drinks over in the process). Of coarse with such a comparatively small and square shaped space to lay the cards out on, the layout becomes less organised. In that case it's likely to be victory cards and treasures in adjacent columns, trash card nearby, with the kingdom cards clustered by cost as best as possible.

99
2011 / Re: Final Voting: 2011 DominionStrategy.com Kingdom Design Challenge
« on: February 02, 2012, 01:18:22 am »
Set 5 for me. Several fun cards in there, none I really dislike (Goons etc.). I especially like Remodel and Forge. Watching the video, it was played interestingly too; very nice ending.

100
Of course Stash benefits from frequent shuffling and as well as terminal draw or Chancellor, is also nice when you or your opponent cause you to discard from deck, cycling more quickly (e.g. Harvest, Navigator, Envoy, Warehouse, ...). I dunno, I like the card, and was surprised to see it rated second worst.

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