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Dominion Online at Shuffle iT / Re: Nocturne has been released, go buy it!
« on: December 28, 2017, 09:41:43 am »
Maybe to thwart someone who's about to Possess you?
Looking forward to the discussions wether these cards are canon.At first glance, Vacation looks way too overpowered to be canon at $5?
I mean, you can't have things like werewolf and vampire as treasures.Werewolf would actually be simpler as an Action reading: "Choose one; +3 Cards; or each other player receives the next Hex." That also sorts out the minor wrinkle that people can react to a Werewolf being played in the Action phase, even though it's never possible for the attack component to apply then.
It is a larger consideration, but you don't buy Leprechaun until you can do that consistently. You start the game with Magic Lamp in your deck.Do you not? $3 looks like a good price for a card that gives you early Golds in exchange for getting Hexed a bit. Leprechaun/Night Watchman, for example, looks like it would be a strong opening.
two Urchins
[...]
Tournament/Province
[...]
Magic Lamp
I rather like a night card at the end of a good turn. It's like a satisfying terminal punctuation mark at the end of a well-constructed sentenceHowever, by that analogy it could be argued that buying is the full stop to the turn, and Night cards are that annoying sequence of "PS" "PPS" ... from somebody who doesn't know how to structure a letter properly.
Just asking because it sounds like you are saying that it's impossible for you to activate Magic Lamp if you play two Cursed Villages. It will be harder, for sure, but it's still possible.Depends. If your second Cursed Village draws you one card you've not played before, you've broken even. If it draws you two, you're ahead. (And remember you'd quite like to improve your hand and have a better turn at the same time as setting up for Magic Lamp.)
Is Fool any more random, fiddly, or slow than Black Market?Personally, I've never tried Black Market. A couple of friends do have it, and I mean to some day.
Sorry. To be clear, the main thing I came here to post about was Fool and its inclusion in the first recommended kingdom, secondarily about Night. But the latter part is the one that's turned out to be contentious. When I say "the trouble Nocturne has [caused]", I mean mainly Fool, but also Night a bit.Nothing in any of those caused the trouble that Nocturne has.You have changed the topic there, from Night to Nocturne. I notice these things!
Night, I would have been happy doing in an early expansion. Seaside added the Duration phase, but because it says "at the start of your turn" (a time when previously nothing happened), instead of naming a phase, it didn't bother anyone. Somehow that's how perception works here.
So. When you say Nocturne there, you put down the whole set
if you have any interest in chess at all, and can wrangle four players, two boards and two clocks, bughouse chess is AMAZINGMy favourite Chess variant for 4-6 players is a somewhat tweaked variant of Penultima. Hilarious fun, though admittedly more divergent from normal Chess than most variants. (-8<
https://en.wikipedia.org/wiki/Bughouse_chess
It looks like your problem is that the expansion has anything new in it. They all have that problem.I arrived quite late to the Dominion party, but I've seen my playing group come to grips with Dark Ages, Guilds, Adventures and Empires when each of them was new. Nothing in any of those caused the trouble that Nocturne has.
Night cards are no more fiddly than Action or Treasure cards.Now, you see, to me that's almost exactly 50% more fiddly than:
- In your Action phase, you may play one Action card.
- In your Buy phase, before buying cards, you may play any number of Treasure cards.
- In your Night phase, you may play any number of Night cards.
Forgetting to do stuff at discard is the mistake I make more often that any other, by a long shot, so I welcome anything that will help me not do that. The Night phase fits the bill.I'm used to paying attention to what I'm discarding from play during clean-up. There have been cards that behave specially during clean-up ever since Seaside. (Sure, you can put Durations somewhere special, but you can put Scheme/Herbalist/Treasury/Travellers somewhere special, too.)
I think that the fiddly side of Night cards all comes from it defying deeply-ingrained time-saving moves.Nicely put.
I kept doing my Clean-up before my Night phase. Like, I'd discard all my cards from play, then play might Night cards, then be like, sorry, I need those cards to reference with my Night cards, I need to get them back out.
Agreed.A better option would be to just not play with 4 players.
Everybody knows 4-player Dominion is kind of.. meh. Dominion is balanced for two players.
Everybody knows that some people think that, but not everybody thinks that.
I don't agree at all here; I think Night is clearly the simplest way to do those effects (not the ones that didn't have to be Night cards, like Cobbler, but you know, the other ones, like Monastery). Delaying effects is more complex and causes mistakes.I saw this discussed during the previews, and I saw your reasoning and it seemed good at the time.
And it's not like other players would remember you had that Monastery effect or whatever coming
It's a bummer that it's in the first recommended set.
Just to make sure, though, you are aware that if you already have Lost in the Woods and you play Fool, nothing happens.Oh, indeed. But I think once the Fools started flying (after the second shuffle) a player only started their turn Lost In The Woods twice in the remainder of the game. With three other players, it was pretty likely one of them would have drawn their Fool each round.