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Dominion: Nocturne Previews / Re: Bonus Preview #3: Fool
« on: October 25, 2017, 01:41:49 pm »How do states work with Possession? If I possess my opponent and play Fool, who 'receives' the Boons?
#banpossession
How do states work with Possession? If I possess my opponent and play Fool, who 'receives' the Boons?
Fun fact: With Cursed Gold you can now open Province Turn 1 with Baker or Borrow on the board.
some players forget this simple point and overbuy Secret Passage, thinking, “It’s cheap and it’s still +2 Cards, +1 Action, right?”
Does this really happen? I'm sure people overbuy it, but do people play it and think their handsize is increasing?
(1) Possession
Everyone's least favorite card. It makes games take forever, it gives a huge advantage to players with detailed rules knowledge (debt, tokens, etc.), it leads to degenerate game states, and it forces weird rules contortions for other cards. If there was ever a card that should simply exit the game, this is it.
(4) Cultist
Like Tournament, Cultist is overpowered and very swingy. It is an attack, draw, and a village, costed the same as cards that do much less. If just one player goes Cultist, the game is usually unwinnable for the other. If both players go Cultist, very often one player will have a turn that chains many together, either emptying the Ruins or junking the other so much they can no longer effectively chain in retaliation.
(5) Sauna / Avanto
In a continuing theme, these cards do too much and are very swingy. They are early game trashing, and late game both village and draw. On many boards, if one player manages to collide Sauna + Silver early and the other doesn't, they can easily win the Sauna / Avanto split, trash much faster, and have a much stronger engine in the endgame. Sometimes there is better early trashing available and you can combat Sauna by not buying it yourself, so that it takes a long time to get to Avanto, but much of the time Sauna is the best or only trashing going, and both players are forced to contest it. The player who loses the split very often has no way to come back, since, as I said, this combination basically does everything.
Of course these are just my opinions, and I'm nothing special at Dominion, but based on my experience these cards really do make the game worse. And I don't just mean I have less fun---they make the games more frustrating, confusing, and especially high variance. I feel pretty strongly they should change or go.
Just had an interesting Rebuild game (yes it happens!) with two synergies:
Rebuild/Secret Passage
Lets you put the green in your hand right where you want it for Rebuild. Or you can just skip over it.
Rebuild/Triumph
playing 2 Rebuilds and then buying Triumph gives a nice little VP boost and more Rebuild fodder.
Scrying Pool may have needed a small nerf, but more importantly it needed to not be so fucking slow in multiplayer! Plus it makes everyone stay around and pay attention and eww, it's long and gross. This helps a little bit. LFN had a similar idea but took out the deck inspection altogether, which I didn't really like.
Edit: I didn't mean to make this a terminal, added +Action
I just say it so they know I'm present and reading the cards.
I always resign and blacklist after step 3.
Why would you resign? If you beat someone who denied you the undo earlier it's so much more glorious
Personally, most people I've played with thankfully allow the undo, but I blacklist anyone who doesn't. If you have a big engine and you accidentally click the smithy first, even though you've technically gotten a bit of new information, it would be pretty rude for the opponent to deny the undo because 1) the new info doesn't matter, you're drawing your whole deck anyway and 2) it's pretty obvious what happened.
Sorry, I don't understand the bolded in your quote.
He is implying that under your system, he could avoid ever playing games with Possession by blacklisting any player he played against when Possession appeared. He is also implying that Possession is so un-fun that he would be personally obligated to do so, and his pool of available players would therefore be reduced.
Ah, I see. But this does imply that having a reduced player pool is still preferable to him compared to playing sometimes with Possession, still an improvement compared to the current situation. Otherwise, he would decide not blacklisting those players would give him greater utility than blacklisting them.
QuoteWell, if spending 6 to play a Ruined Library first every turn is worth it...
This is not really accurate.
It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.
What I'd actually like to see is a system where you get to rate each card in terms of how much you enjoy playing with it, and then the average of your and your opponent's ratings determines how likely each card is to show up. Obviously that would take more work to set up.
This is how I think the ban list should work, but without a rating, just a Yes/No. You "ban" some cards, and your opponent "bans" some cards. If both of you have a certain card "banned", you won't play with it. It's not a real ban, but if you and your opponent mutually agree that you would like nothing more than to never see Rebuild, it won't show up, and you'll both have more fun.
But if someone wants to play with a rotation of all the cards, including the most hated ones, they would still get to do that, even at high rankings where maybe a lot of players have Rebuild or Possession or whatever "banned".
The problems with a ban system where one player banning the cards means they absolutely won't show up ever, in auto-matched games, are:
1) Some players may want to play with a selection of all the cards, and don't really have this as a choice if banning cards is popular
2) You could, potentially, game the overall rating system slightly by banning your personal lowest win % cards
Maybe the effects of both of these are very minor. But requiring both players to have "banned" the card to prevent it from showing up would solve these problems. On the flip side, the banning might not do much at all in this case, if hardly anyone uses the feature...
As a compromise, what might work is what Jimmmmm suggested, but only with ratings of 100% and 0% (could still just be implemented as a 5 card ban list). If one player "bans" the card, the chance of it appearing is halved relative to the normal probability of it appearing. If both players ban it, it will never show up. Might be a reasonable compromise, since still any card *could* show up (vs. players who may prefer to see that card), and you would still see your least favorite cards less often.
Well, if spending 6 to play a Ruined Library first every turn is worth it...
Yesterday, I got stuck with this miserable kingdom:
Ghost Ship
Witch
Torturer
Rogue
Giant
Sea Hag
Horse Traders
Nomad Camp
Baron
Castles
Wall
Needless to say, I hope no one ever has to play it again.