Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Awaclus

Filter to certain boards:

Pages: 1 2 3 [4]
76
Dominion General Discussion / Thought experiment: How many Duchies?
« on: October 29, 2013, 05:38:02 pm »
Let's imagine a Dominion variant which lets you add 0-10 Duchies (not from the Supply) to your starting deck for free. How many would you add, assuming that the kingdom is just a generic big money kingdom with no cards that have positive synergy with Duchies? What would be required from the kingdom for you to increase the number and how many extra Duchies would you get in that situation? Is it a no-brainer to take all 10 Duchies in a Duke game?

EDIT: This interests me because I find it extremely annoying when one of my $5s is Swindled into a Duchy, but lately I've been thinking that losing the $5 is the majority of what makes it such a strong play and I'm not even sure if gaining the Duchy is good or bad.

77
Game Reports / Butcher/Duchy is better than Workshop/Gardens
« on: October 09, 2013, 07:28:10 am »
http://dom.retrobox.eu/?/20131009/log.510d7890e4b0ac7a7a0be611.1381317892233.txt



Code: [Select]
Stonemason, Chancellor, Doctor, Workshop, Gardens, Militia, Moneylender, Butcher, Library, Adventurer
So, did my opponent get lucky or is Butcher actually an amazing counter to Workshop/Gardens?

78

Saruman isn't unknown, and I didn't leave the game yet. Who is this Unknown person?

EDIT: There should be an image there, wonder why it isn't working...
EDIT 2: Looks like it works now.

79
Variants and Fan Cards / A really bad variant idea
« on: July 27, 2013, 08:31:36 pm »
All the cards in the game cost the alphabetical value of their names' first letter in coins instead of the printed cost. Alphabetical value here means that each letter is represented by its position in the alphabet, ie. A=1, B=2, C=3, etc. Everything else will stay the same.

This variant was inspired by this post. I didn't give it a huge amount of thought, but I went through all the cards to see how ridiculous they would be. Feast was the most amusing one.

80
http://dom.retrobox.eu/?/20130726/log.510d7890e4b0ac7a7a0be611.1374856630064.txt




I realized (a little bit too late - had already bought a Chapel which ended up being a $2 Confusion) that Stonemason allows for a double Workshop even if you have a 5/2 and is actually quite decent for a Gardens deck itself. So I tried it out and won. Do you think this was actually a good idea or did I just get lucky? It's also worth noting that I didn't play this optimally, I had a couple of buys/gains that I spent way too little time thinking over.

81
Goko Dominion Online / I got tricked
« on: July 20, 2013, 05:03:21 pm »
I got tricked!

There was this game with the title "5000+" and I joined it. Then I found out the host was only around 4700 himself, but I was too confused to leave the game before he started it. It was a tie game and I lost 31 rating.  >:(

82
Dominion Strategy Wiki Feedback / Who's Who and Goko
« on: July 13, 2013, 10:09:47 am »
I think the Who's Who list should now also include players who have reached the top of the Goko leaderboard and a 7k club.

83

Note: P&P means Print & Play (just in case someone here doesn't know)

Download (.rar, 8 Mb, contains .doc files)

New in version 2: the illustrations are now complete. No changes to functionality. The cult cards which I forgot from the first version are added in.

First of all, I'd better credit my friend Spirit_Alu, who's doing the illustrations and the card layout design and various other visual stuff for the game. And she's doing a very good job at it too, if you ask me.

So, what's the game like?

Cult Tumult takes place in the city of Magpieport. Different cults play a major role in citizens' everyday lives, and competition for followers between cults has always been intense. Players take the roles of cult leaders, and by commanding the characters, acquiring equipment, summoning monsters and making certain events happen, they try to become the strongest leader with the strongest cult. But things are not just that simple - nobody really knows who is who, so the characters from all the cults take orders from all the leaders, you have no idea who your enemies are, and finding out another leader's identity or being exposed yourself can make the difference between victory and defeat.

The game is for 2-5 players, takes around 50 minutes to play and the age recommendation is 10+. It's an extremely strategic game and the shuffle luck doesn't really seem to play an important role in deciding the winner: I have been playtesting this game for almost three years now, and you can count the games I've lost with one hand's fingers. I guess it counts as an Euro style game, though it's more flavor based than Euro style games usually are.

The gameplay is briefly something like this:

Setup: each player gets a random cult card, they are now the leader of this cult and they probably shouldn't tell others which cult they are leading. Also, everyone draws a card and gets 5 gold tokens. Also, the follower tracking board is set up, all cults have 7 follower points at the start of the game (the minimum is 1 and the maximum is 13).

1) Pick the characters you are going to use for the next three rounds (they are drafted, the one you pick last is the one you play first, in two player games you pick one and veto one every time). Pick them again whenever you run out of them.
2) When it's your turn: draw a card, play a card (any card from your hand or an equipment from the discard pile), use abilities, fight your monsters if you have any, set your character aside and play your next character, discard down to 5 cards in hand and receive or lose gold so that you have exactly 5.
3) When you play a card: if it's an event, it does something and then you destroy it (destroy = put in the discard pile). If it's a monster, it goes onto your board. If it's an equipment, you pay for it, then it goes onto your board.
4) When you use abilities: crazy stuff happens if you know what you're doing. Especially in the late game.
5) When you fight monsters: you check how much elemental power you have total (ignore elements to which the monsters are immune, double the elemental power from elements to which the monsters are weak), then you check how much elemental power the monsters have total (double the elemental power from elements to which you are weak), if you have at least as much as the monsters, you win, otherwise you lose. If you win, your character's cult receives extra followers and you put the monsters in your monster pile. If you lose, destroy the monsters, your character's cult loses some followers and you lose the top card in your monster pile if you have any.
6) When you have played enough rounds (depends on the number of players): the game ends, the cult cards are revealed to all players, and you get victory points for making your cult gain lots of followers, having lots of monsters in your monster pile, having lots of elemental power and having lots of cards in hand.

And then there's this Novice character card which makes the first player of each round play two turns so that the next round will be started by another player. You usually don't get to do much on the Novice turn, because the Novice doesn't have any elemental power and its ability is next to useless.

There are five elements: fire, thunder, earth, water and iron. Typically fire beats earth, earth beats iron, iron beats thunder, thunder beats water, water beats fire, but this only applies to the character cards; the monsters' elements and weaknesses don't follow a pattern - at least not one that I know of.

There are also five cults: Marossast, Assirrasya, Thrauhos, Chanast and Jiskilsa. Each cult has two elements that don't beat each other (Marossast has fire and thunder, Assirrasya has thunder and earth, etc. They're in that order). Also each cult has something that's typical to its characters: Thrauhos characters modify the followers, Jiskilsa has characters giving you tons of elemental power, Assirrasya has card draw, Chanast lets you trade cards for gold, and finally, Marossast has effects that would be labelled as "Attack" in Dominion. There will be a file telling about the flavor of these cults and their relations to each other in more detail in the P&P pack, but it's entirely possible to skip reading it if you're not into that stuff, because it doesn't have anything to do with the mechanics or strategy of the game.

And to finally answer the question I asked myself: it's pretty fun. It's a very light game in a way, but can also be pretty draining. It's light, because if you want to do something, it's usually possible to do it, at least to some extent, so you don't have to be stuck. And because the scoring is based on hidden information, even if you're losing, you don't know that you're losing. But even if it's possible to do what you want, it's often difficult to tell whether or not you should do what you want, and sometimes the solution to your problems isn't very easy to figure out. "I don't always know what I should do, but when I do, it's damn complicated and results in a huge point swing". So I want to play this game often, but rarely twice in a row.


There's a typo on Magpie, it should be "without paying its cost", but I'm too lazy to change that now. It'll be fixed in the public beta release. Actually I find it a little bit silly that I just wrote this wall of text and am still going to keep writing more, but removing one letter from a card is too bothersome for me. But I'm still too lazy for that.

Designing process (tl;dr: yeah, this isn't the first version of the game. Actually I don't know how useful reading this will be if you haven't played the game, but since I wrote it, I'm not going to erase it.)
I started designing this game in November, 2010. Back then it was called Kalevala-aiheinen peli (Finnish for "a game about Kalevala").

I had originally gotten the inspiration after playing a game called Himalaya and shortly after that, randomly finding some old notes about a Kalevala themed Munchkin variant me and my brother were planning to do at some point. I was quite fascinated about Himalaya's moving mechanic; in it, you have to plan your movements 6 turns ahead and predict your opponents' movements, so I wanted to build an entire game around the same principle - before playing the game, you secretly guess which character is going to get the most "honor points" and then try to play the game so that your guess will be correct while trying to figure out what characters the other people guessed (in the current version, none of that sentence is true, so try forgetting about it). And then the Kalevala thing intrigued me enough to actually start building that game.

I got rid of the Kalevala theme last year, because I needed more design space and I had to choose between a Kalevala theme loosely connected to the mechanics and another theme tightly connected to the mechanics. I chose option #2. And that theme was like extremely generic and had absolutely nothing that would have made it unique, or even interesting. And this year, I came up with the concept of cults (might have been because of the Dominion card Cultist) and so far, it has been working out perfectly. Except that I'm not overly fond of the fact that the names for those cults are computer-generated, but I was lazy at that time and the names are actually pretty nice IMO. But still, some cards from the original pre-alpha test versions have made it to the current version - I think that some forms of Drinking Horn, Magpie, Shaman Fir

84
Variants and Fan Cards / "Fixing" cards that you don't like
« on: May 08, 2013, 11:57:22 am »
I think we've had discussion on making weak cards more powerful, but I don't remember a thread about changing cards without the purpose of making them more powerful or weaker, just changing them so that you personally would enjoy games with it more. The title says "cards that you don't like", but you can also improve cards that you already like.


Lighthouse
$3 Action - Duration
Now and at the start of your next turn:
+1 Buy
+$1
___
While this is in play, when another player plays an attack card, it doesn't affect you.

The problem I have with Lighthouse is that it isn't terminal. You can piledrive them if you want and they'll never collide. The thing that I like about Moat and Watchtower is that they increase player interaction, but I feel like Lighthouse actually decreases player interaction, because you can't interact with someone who always has a Lighthouse in play. Also, Lighthouse isn't very good in games without attack cards. Therefore, I replaced the +1 Action with something that sometimes makes you want to buy Lighthouse even when there are no attacks: +1 Buy. This version is almost better than Woodcutter, so I felt like I had to increase the price.


Goons
$6 Action
+1 Buy
+$2
You may trash up to two treasure cards from your hand.
___
While this is in play, when you buy a card, +1VP

The attack part of Goons feels slightly out of place and it really hurts when you get your first $6 hand hit by your opponent's Goons. Trashing possibly makes getting an early Goons even more important, but at least it doesn't make your opponents' early Goons buys less likely to happen. Also, it makes buying Coppers for the +VP more attractive (though still often a trap), because it has a built-in way to get rid of them.

85
Innovation Game Reports / Medicine + Mapmaking
« on: May 04, 2013, 05:50:38 am »
http://innovation.isotropic.org/gamelog/201305/04/game-20130504-023819-66317b1f.html

For two dogma actions, I take the highest card in your score pile and score a [1]. Which was usually a 10-point swing in this game, which isn't super amazing, but pretty good. Later it would have been very good, but I have trouble maintaining the icon advantage against my opponent's splays, Classification and Industrialization and lose the game.

86
General Discussion / English board game terminology help needed
« on: April 19, 2013, 04:56:42 pm »
Is "active player" a widely used term for the player whose turn it currently is? I'm pretty sure I have seen it somewhere, but I'm not sure if it's a term that I can expect people to understand without an explanation.

87
...and a pretty complicated one at that. I was randomly generating kingdoms just for fun, then this kingdom caught my attention.

$5:
Witch
Embassy
Ghost Ship

$4:
Wandering Minstrel
Bridge
Spice Merchant
Young Witch

$3:
Shanty Town (bane)
Masquerade

$2:
Fool's Gold
Herbalist

It is a kingdom that consists of mostly very powerful cards and a couple of slightly weaker cards, and the way they interact is interesting. On 5/2, it's pretty easy to buy Witch with $5 no matter what, but I feel like $2, $3 and $4 buys all depend on what the opponents do. There's no poll because I don't expect to get simple answers, and I'm more interested in discussion than poll results anyway.

88
Source:

89
Ahoy, I am Awaclus. I adore anime, avant-garde metal, anarchism, anti-feminism, anonymous image boards, atonal music, the Aveyond series and Amnesia: the Dark Descent. I'm allergic to apples.

All of the above is actually accurate, but being a wannabe-V aside, I'm currently a junior (EDIT: Now I'm a senior!) at Savonlinnan Taidelukio (Savonlinna Senior Secondary School of Art and Music in English), on the music line of study. I'm most importantly a drummer, but also a composer, a cellist, a guitarist and a pianist. For those to whom Savonlinna doesn't ring a bell: It's a relatively small town in Finland, located in Southern Savonia which, I think, is possibly a region perhaps known for maybe leaving all the responsibility to the listener, but I'm not really sure.

I have been playing board and card games for my entire life, basically. I remember being introduced to chess at the age of four, and I can't even remember how young I was when I was introduced to my first board game ever, nor what that game was. I got into Magic: the Gathering when I was eight, and that sealed my downfall. I think I got Dominion as a birthday present from my sister in 2011, but I had played and enjoyed two IRL games before that. Last summer, while I was sailing with my parents and we played lots of Dominion there (we didn't have many games with us and Dominion kept feeling new and fresh no matter how many games we played), and then I just realized how completely awesome it was, googled for dominion forum or something, ended up in a random Dominion thread on BGG (which was a slight disappointment back then and I still don't understand how I could have missed f.ds) in which there was a link to dominionstrategy.com, then I found Isotropic from there and.

I'm also a casual board game designer, but my ideas have a tendency to be impossible in reality (I had a deckbuilding game in which each player builds four decks, and a game with TONS of dice: I would have had to order dice for over $100 in addition to the dice I currently own for that game, just to name a few). Despite that, I have successfully been developing an euro-style game which actually works for like two and a half years now.

Pages: 1 2 3 [4]

Page created in 0.097 seconds with 16 queries.