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Messages - markusin

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3526
Variants and Fan Cards / Re: Really bad card ideas
« on: November 06, 2013, 09:33:12 am »
Don't know how many of these were already posted, but:

Playshop
Action

Play a card costing up to $4.

-----------------

Moneyborrower
Action

-$3

Gain a Copper, putting it into your hand.

-----------------

Prospirator
Action

+$2

If you've played 2 or less Actions this turn (including this): +1 Card; +1 Action.

-----------------

Strategist
Action

Discard your hand. If you discarded any cards this way: +1 Buy; Gain a card costing up to to $5

-----------------

Share
Treasure

+$2

While this is in play, when you buy a Victory Card, each other player gains a copy of it.

-----------------

Exhibition
Action

+1 Card
+1 Action
+1 Coin

Each player may reveal a Province from his hand. If you do, discard it.

-----------------

Forest
Victory

Worth 2 VP

When you buy a Victory card, you may reveal this from your hand. If you do, trash this and gain a cost costing exactly $2 more than this.

------------------

Stationary Minstrel
Action

+1 Card
+2 Actions

Reveal 3 cards from your hand. Discard the revealed cards that are not Actions.

------------------

Nurse
Action

Reveal the top 3 cards of your deck. Put them back on top in any order.

When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; discard it or put it back.

3527
Watchtower got a big boost with Dark Ages. :)
It's pretty good in Guilds too. The draw-to-X part is good with Candlestick Maker and Plaza. You can top-deck your Butcher, Stonemason, and Masterpiece gains. You can trash Coppers bought with Merchant Guild. It may even be the best defense against Soothsayer.

3528
Game Reports / Re: Menagerie is Awesome
« on: November 05, 2013, 08:36:03 am »
This reminds me one of the recommended Dark Ages+Cornucopia sets.

Dark Carnival:
Band of Misfits, Cultist, Fortress, Hermit, Junk Dealer, Knights, Fairgrounds, Hamlet, Horn of Plenty, Menagerie

I played this board with a friend once. By the end, I was consistently activating Menageries with 10+ cards already in hand, without even using shelters. Could barely afford Provinces though, and I was disappointed that my Fairgrounds were only worth 6 points.

3529
Variants and Fan Cards / Re: Tutor
« on: November 04, 2013, 04:29:31 pm »
It still looks kinda strong at the $2 price point. Consider that Sage costs $3. At least with this card, you can choose what card goes into your hand, even if the choice is sometimes small. Still, the shuffling after use makes this an interesting attempt and warrants some more discussion.

3530
Goko Dominion Online / Re: Is giving advice so mean?
« on: November 01, 2013, 10:16:51 am »
I generally find it... rude(?) to give advice in a competitive setting such as this, though obviously that doesn't justify any kind of mean-spirited response.
Surprising. I always like it when someone gives me constructive criticism for my play, even during a game.
It depends. If it something that is obviously a mistake, like what appears that it must be a rules misunderstanding (e.g. playing tactician with no cards to discard), or of course if it is solicited advice, then it's not a problem at all. And actually, I am thinking mostly of myself being on the giving - I hardly ever do, because I assume that they know what they are doing, and though it looks strange and wrong to me, I assume that they actually just think it is the right play. Certainly in the case that the OP is giving, I would take the implicit message to be "Your strategy is bad", which is not really a message I am going to send to my opponent unsolicited in a strategy game, except through the play. Indeed, sometimes I'm just the one who's wrong...

Also, I don't at all mind people asking for advice, but I don't like when they feel entitled to it (and get indignant when I, their opponent, refuse to help them whilst competing against them).
Giving advice is one thing.  Babying someone through a game is another.  I agree completely with WW here.  If someone plays KC-tactician, I may mention that his KC is trapped away with the tactician and will not be available for his next turn, but beyond simple rules issues such as that, other advice is appropriate only for a post-game discussion if they choose to stick around and have a friendly discussion about the game
It'd be pretty funny for you to mention their KC is trapped when in fact it isn't.

With KC-durations, you only leave the KC out if they're actually still modifying the duration. With Tactician you know during clean-up that you only get one play of it and remove the KC. It would only be confusing to let the KC out and think you can just draw 15 cards!

KC-Outpost is another case; You only discover on your next turn that the KC can't give you more turns so you have to leave it out during the clean-up for your current turn.
Are you sure about not having to leave KC out with Tactician? Is that written in an FAQ or something, or at least inferred based on a general rule about KC and durations?

EDIT:2.71828 tested this out and proved that what Davio said is true. I'm still curious about where in the rules is that functionality described.

3531
Variants and Fan Cards / Re: Casino: Copper-counting Victory card
« on: November 01, 2013, 10:12:44 am »
How about one that takes into account addiction:

Casino
Cost: 5
Treasure

+Buy
Reveal the top 3 cards of your deck. +1 coin for each Treasure Card revealed, +4 coins for each Action Card revealed, gain a Curse for each Victory Card revealed. Trash the revealed Action cards and put the rest on top of your deck in any order.

Note that it's a Treasure card.

3532
Dominion General Discussion / Re: Okay, Halloween kingdom:
« on: October 30, 2013, 06:34:01 pm »
And it all takes place in Shanty Town.

3533
Goko Dominion Online / Re: Is giving advice so mean?
« on: October 30, 2013, 06:32:45 pm »
I generally find it... rude(?) to give advice in a competitive setting such as this, though obviously that doesn't justify any kind of mean-spirited response.
Surprising. I always like it when someone gives me constructive criticism for my play, even during a game.
It depends. If it something that is obviously a mistake, like what appears that it must be a rules misunderstanding (e.g. playing tactician with no cards to discard), or of course if it is solicited advice, then it's not a problem at all. And actually, I am thinking mostly of myself being on the giving - I hardly ever do, because I assume that they know what they are doing, and though it looks strange and wrong to me, I assume that they actually just think it is the right play. Certainly in the case that the OP is giving, I would take the implicit message to be "Your strategy is bad", which is not really a message I am going to send to my opponent unsolicited in a strategy game, except through the play. Indeed, sometimes I'm just the one who's wrong...

Also, I don't at all mind people asking for advice, but I don't like when they feel entitled to it (and get indignant when I, their opponent, refuse to help them whilst competing against them).
But man, it would be pretty great if you actually told me what I did wrong every time we played a game. I think one game like that would teach me more than 20 normal games.

That's why I don't mind being given advice. I don't think I'm entitled to it by any means, but I still like it when someone takes the time and helps me improve.
Perhaps this kind of thing is best left to end game discussion and game reports. It's not like your opponent doesn't need time to think about what they are doing and what their mistakes are.

3534
Goko Dominion Online / Re: Is giving advice so mean?
« on: October 30, 2013, 04:43:50 pm »
I refrain from giving advice like that, even if my intentions are good. After all, I'm not seeing what my opponents see and maybe they know they made mistakes but would rather let them pass. But also, sometimes you don't want to hear about what's considered the "right" play and want to challenge convention or trust their intuition or something. I myself can be like that at times.

Occasionally, I have pointed out a key interaction at the start of the game to players who I know are unfamiliar with the cards. Then there is informing your opponent about what the kingdom card is on the next page when Young Witch is on the board. I can't see how anyone can justify getting upset over the reminder about the extra card for Young Witch on the next page.

I will advise my opponent about how to prevent important play errors from recurring (most notably, playing Bank after playing the rest of your treasures). I also try my best to answer any rules questions they may have.

3535
Reserved for results

Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?
But the results of the poll are shown in the thread when you log in. Recycle won by about 2:1.

3536
Dominion General Discussion / Re: Why I like Dominion
« on: October 29, 2013, 11:14:40 pm »
I know what I got out of Dominion

A great game plus 11 blue bordered identical coasters
I'd only say ten of those are identical. One of them has that extra blue stuff on the back. Great for putting your hot beverage down on while reading through this forum.

When they are all covered in tea they look very much alike!

I tell you what though they do a great job of protecting my table from tea stain attacks!
+1 for drinking tea instead of coffee.

3537
Dominion General Discussion / Re: Why I like Dominion
« on: October 29, 2013, 03:52:35 pm »
I know what I got out of Dominion

A great game plus 11 blue bordered identical coasters
I'd only say ten of those are identical. One of them has that extra blue stuff on the back. Great for putting your hot beverage down on while reading through this forum.

3538
Wait, why is everyone revealing their cards now if there is still another round of voting?

Also, while prices can be changed, I prefer having them be part of the submissions. It's nice to have a suggested price for each card, rather than try to figure out what the price of each card should be. That would be a headache. Also, sometimes the price is important because it highlights self-interaction (or lack thereof).
Again, even if we don't know the exact cutoff we still have a good idea of what cards made it to the final round. It's essentially the same list as before, but now LFN can take the top five, nine, or eleven cards to the next round. If your card got eight votes or less, I don't think there's any danger in talking about it. I like the secret histories better when they're spread out, rather than getting them all posted on the same day.
I'm just wondering if it's okay to know which players' card is in the top 5. Theoretically, one can deduce that through process of elimination.

I will say now that my card is not in the top 5.

3539
I feel like "Vote for the concept, we can tweak it later" is cute and sounded great, but in practice I don't feel that it's working, at least for me.  Maybe because we don't seem to have a formal tweaking procedure.  Maybe because "tweaking later" is just so vague.  I'm thankful for this contest, but in the future I would prefer to either stick with voting for cards as submitted or to make the entire enterprise less competitive and more collaborative from the start.  I'm not sure how one would do that though.
There have been more tweaks to cards during the voting phase than after the winner was announced. I prefer having the final card be as close to the submitted card as possible. Yeah, a vanilla bonus boost/reduction can be made here and there, but I want to know that the card I vote for is the card I get. So far, I've been more pleased with the submissions that I playtested in their final form. I think that, somehow, a card that is well balanced from the start makes a better impression on the voters.

3540
Dominion General Discussion / Re: Why I like Dominion
« on: October 29, 2013, 12:15:54 am »
I don't get it. Everyone is talking about how this thread generated a lot of negativity, but I don't see much negativity here. Most posters were actually abnormally positive. I mostly see a derailed topic that discussed perfect shuffle luck and combos and stuff here.

3541
Wait, why is everyone revealing their cards now if there is still another round of voting?

Also, while prices can be changed, I prefer having them be part of the submissions. It's nice to have a suggested price for each card, rather than try to figure out what the price of each card should be. That would be a headache. Also, sometimes the price is important because it highlights self-interaction (or lack thereof).

3542
Dominion General Discussion / Re: Cards you always remember wrong
« on: October 27, 2013, 12:04:46 pm »
I always forget Graverobber topdecks the gained cards. In fact, my IRL group didn't even realize this when we first got DA.

As for duration cards, I move them so that they are slightly higher than my other action cards, that way they don't get swept up like all the rest. Then I move them back down for the start of my next turn to know that they are giving me bonuses.
I think the Seaside manual actually recommends adopting a system like that, though maybe it recommends the reverse.

3543
Dominion General Discussion / Re: Why I like Dominion
« on: October 27, 2013, 12:02:45 pm »
I think moat of us were drawn to Dominion

Particularly Ozle.
This is why I don't always edit my posts to fix spelling errors.

3544
Dominion General Discussion / Re: Homage to the Best Card
« on: October 27, 2013, 11:17:03 am »
Among the things the site says about bureaucrat, it tells you to put a Silver on top of your "Library" to give you buying power on your next turn.

3545
Dominion General Discussion / Re: Why I like Dominion
« on: October 27, 2013, 11:12:12 am »
You're not alone. I think moat of us were drawn to Dominion in the first place for the reasons that you describe. I also disagree that the experts know how to "solve" a game. Players here can engineer boards that can be won in 10 turns, but won't know how to do so on a typical board.

The fun-sucking certainty you describe is something I associate with Chess or Checkers or RTS games like StarCraft and WH40K:Dawn of War, but not Dominion. Typically, a player will know that they've got on only when there are a few turns left. How can one be certain of victory at the start of a game when they are at the mercy of shuffle luck (hey, there's some forum lingo). Best they can do is identify the strongest strategies.

For this reason, I continue to be fascinated by Dominion, because with so much variation we can never be true masters of the game.

3546
Variants and Fan Cards / Re: Harem -> Abbey Church
« on: October 27, 2013, 11:00:24 am »
Plague sounds freakier than curse does. Why not just call it penalty or something.

I never really understood why Harem gives you money, although this thread suggests that there is something about their history I don't know (and don't want to know). I always Imagined them as being some sort of anime harem whose members regularly go on quests to find gifts to win the favour of the harem hero.

So, Harem-> Gambling House?

3547
Dominion General Discussion / Re: Cards you always remember wrong
« on: October 26, 2013, 11:06:06 am »
Another one, i always believe Embassy gives a buy. I always mix it up with Margrave and/or Council Room.
Holy cow, that would make Embassy the best card ever, or at least bring it to Wharf level.

I'm mostly know how all the cards work. There have been a few times where I was surprised that Rabble was discarding Action-Victory and Treasure-Victory cards. I also didn't count on it discarding Hovel and Necropolis.
Rabble doesn't discard Hovel.
See what I mean? I mixed it up with Farming Village again.

3548
Dominion General Discussion / Re: Cards you always remember wrong
« on: October 26, 2013, 09:15:18 am »
Another one, i always believe Embassy gives a buy. I always mix it up with Margrave and/or Council Room.
Holy cow, that would make Embassy the best card ever, or at least bring it to Wharf level.

I'm mostly know how all the cards work. There have been a few times where I was surprised that Rabble was discarding Action-Victory and Treasure-Victory cards. I also didn't count on it discarding Hovel and Necropolis.

3549
Is it your card, perchance?

If it is, defending it so vigorously is bad form. I - as probably one or two others - think my card is the best here, but i don't walk around saying "Vote for my card."

Edit: Anyhow, i think i can say those are the cards i voted for: Dance, Acropolis, Homestead, Nouveau Riche
Of course I think my card is the best!

Well okay, maybe not for every contest.

3550
Ironmonger has an element of unreliability, allowing it to cost $4 even though it's better than lab when it hits a victory card. Tribute, meh, the effect you get can be worth $6 if it hit victory cards. Then there are cards like Count, Steward, and Band of Misfits that have effects which cost less than the cost, but this is made up for by the flexibility of those cards.

Now Overseer is hard to balance because it has both flexibility and unreliability. it's flexible when you first play it, but then options are removed as it gets played. The card has potential, I think, but I understand why people have issues with the current version. At least, you know what it will give you on your turn before you play it, unlike Tournament.

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