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Messages - crj

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1451
Rules Questions / Haggler, Farmland, Border Village
« on: September 29, 2014, 10:37:21 am »
Here's an intriguing question that just occurred in a game where Haggler, Farmland and Border Village were all in the kingdom.

I had a Haggler in play. I bought Farmland.

Now I have two side-effects I can perform: trash-and-gain with Farmland and gain-a-cheaper-non-Victory with Haggler. By my understanding of the rules, I may perform these in either order, my choice? So far so good.

I choose to take the Farmland on-buy trigger first. I trash a $4 card and gain Border Village. As a side-effect of gaining Border Village, I may gain a cheaper card.

So now I can gain a cheaper non-Victory from the Haggler's while-in-play effect, and gain any cheaper card from Border Village's on-gain effect. But can I do them in either order? Or, now I've started resolving the Farmland on-buy trigger before the Haggler while-in-play effect, must I completely resolve Farmland first by dealing with the Border Village's on-gain before I may use the Haggler while-in-play effect?

1452
Dominion: Guilds Previews / Re: Guilds Secret History discussion
« on: June 25, 2013, 04:08:04 pm »
So, my curiosity got the better of me and I went looking.  It appears that these two threads were the last straw
Um... yeah. That ought to do it.

All becomes clear, thanks. )-8

1453
Dominion: Guilds Previews / Re: Guilds is here!
« on: June 14, 2013, 09:04:35 am »
In the beginning, picking Copper is pretty critical as it can deny someone from getting a much needed $5. In the mid-game however, there's often some overshoot. Players will have "at least 5" more often so it can be better to gamble a bit and choose Silver or Gold, hoping to cut someone down from $6+ to below $5.
However, Guilds has stirred things up more than that because we also have coin tokens now. If you tax someone's copper, that could turn into "on your next turn, discard a coin token". Upsetting for them, but it makes it hard to prevent them buying the card they want.

1454
Dominion: Guilds Previews / No victories or reactions
« on: June 14, 2013, 07:03:05 am »
No VP card and no reaction, that makes me pretty sad actually.
Hmm. Yeah.

Maybe there could have been a Tunnel variant. Victory-Reaction, worth 1VP per n coin tokens you have at end of game.When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a coin token.

Call it "Insurance Policy", perhaps? But what would n have to be?

1455
Dominion: Guilds Previews / Re: Curser speculation
« on: June 12, 2013, 05:50:07 am »
I was assuming it wouldn't be $3, but I guess that was somewhere in the previous messages that I didn't read all of :/
To be clear, I was suggesting the card could be made either cheaper or more powerful. Not both!

1456
Dominion: Guilds Previews / Re: OK, how about...
« on: June 11, 2013, 11:26:53 am »
This wouldn't really work as it has no way of giving coin tokens.  It's a dead card on a random board with no cards that give coin tokens.

Even if this card gave coin tokens, I'm not sure it would work.  I mean, adding +1 coin token to it would basically amount to "each other player gains a curse," unless they bought it in a previous turn and saved their tokens for defense.  But that wouldn't make a lot of sense.  There could be an on-buy effect of overpaying for coin tokens, so that you can pay more to "charge it up."  That seems like an odd way of attacking, though.
Hmm. True. It'll be interesting to see what the other coin cards are, in fact, given each apparently works in isolation.

Here's a doubly-tweaked version:

Bloated Plutocrat
You may discard coin tokens.
For each coin token you discard, every other player must discard a coin token, or discard a treasure, or gain a curse.
Then gain two coin tokens.

1457
Dominion: Guilds Previews / OK, how about...
« on: June 11, 2013, 10:22:38 am »
Actually, the straightforward "everyone must spend a coin or gain a curse" would be an entirely reasonable mechanism, just underpowered. All current cursers cost at least $4; maybe Guilds has a $3 curser?

The more extreme version would be:

Plutocrat
You may discard coin tokens.
For each coin token you discard, every other player must discard a coin token or gain a curse.

That might produce an interesting arms race mechanic in which nobody wanted to have fewer coin tokens than the other players.

1458
Rules Questions / Re: Cards that "play or modify" Durations
« on: April 19, 2013, 07:04:20 am »
For cards that give a choice I usually just orient them as a reminder of how they were used.

While you individually can do that if you like, by my understanding the rules can't recommend it, because then they'd fall foul of a certain patent on tapping cards, owned by the makers of a certain other card game?

1459
Rules Questions / Re: Cards that "play or modify" Durations
« on: April 17, 2013, 01:56:13 pm »
If you see "village, pawn, pawn" have been played, you really have no idea what the game state is, you might have anywhere from 0-2 actions left, 0-2 coins to spend, 1-3 buys.
It might be possible to make player boards with handy dials on them or something to help with that.

On the other hand, at least you only have to keep track of that stuff during your turn. With durations, you have to keep track until your next turn, which can be quite some time coming in a multi-player game.

1460
Goko Dominion Online / Re: Goko regrets
« on: April 14, 2013, 07:28:55 am »
Strictly speaking, Goko's not got a monopoly - you can always play a different game online.

That few people seem to be considering that as a realistic option goes to show just how good Dominion is. (-8

1461
Rules Questions / Re: Cards that "play or modify" Durations
« on: April 12, 2013, 06:29:00 am »
There are I think exactly three cards which have confusing interactions: Throne Room, King's Court, and ESPECIALLY Procession oh god Procession.

In line with the notion of "strictly better than", I'd like to introduce the notion of "strictly more confusing than". Interacting with Durations, Procession is strictly more confusing than Throne Room. And Band of Misfits is strictly more confusing than Procession.

Then again, Golem has a confusing lack of interaction. Confusing to me, at least. It feels as though the rules should concentrate on how kinds of card interact, not whether or not the interaction of any particular combination has an observable effect. Perhaps I'm saying that Throne Room et al should have been "Action - Modifier", so the rules could say "when you apply a Modifier to a Duration", leaving no doubt. Then Golem could lack "Modifier" in the same way Masquerade lacks "Attack".

Possession and Outpost do also sometimes have awkward interactions with Duration, just of a different flavour. Then again, Possession has awkward interactions with everything. (I've still not actually played Alchemy; the friend who owns it never brings it along when we play. )-8 )

1462
Rules Questions / Re: Cards that "play or modify" Durations
« on: April 11, 2013, 10:36:53 am »
Of course, as always, ignoring edge cases.  Just wanted to say that they are not your primary targets for TRKC, so that does not come up date often, and does not influence their power level that much.

In a world where people notice that you can play use Black Market to play out your treasures before discarding, then King's Court -> Golem, then draw Tactician+Moat three times over to end up with +15 Cards, +3 Buy and +3 Actions next turn; in a world where people have actually perpetrated the King's Court, King's Court, Goons, Masquerade trick; in a world where my opponent once got their Bridge engine right and bought half the Colonies in a single turn; I'm paranoid. If the edge case exists, I know people who will play it against me. (-8

1463
Rules Questions / Re: Cards that "play or modify" Durations
« on: April 11, 2013, 10:05:31 am »
Welcome.

Oh. Yeah. The system shows that I'm new around here, doesn't it.

Thanks - I've been lurking for ages!

@alternative Duration rules.  I think putting them back at the end of the turn also messes with the power levels. Consider Wharf, which already is seen as the best non-attack $5 in the game.

Yeah. Wharf's the biggie. Nobody would mind so much if it was a Fishing Village or Caravan. It doesn't feel like a completely harmless change that could be made in isolation.

Maybe Rio Grande could include a deck of Wharves priced at $6 when they sell the duration proxies? (-8

I don't think the general rule for Durations is much confusing, what is confusing is Outpost and Tactician; I have the impression that the ruling is as it is just because when you follow the general rules it turns out to be like that for these two cards, playing the discard of TR differently for these two probably will not change much, you don't want to throne them anyway.

Actually, as a corner case, you might want to TR one. TR->TR->Wharf,Tactician when you don't have a spare action to play the Tactician otherwise, for example.

Processioning an Outpost or Tactician makes a whole lot more sense. And who knows what Guilds will bring?

1464
Rules Questions / Cards that "play or modify" Durations
« on: April 11, 2013, 09:18:36 am »
Hi all,

In Dominion, we have actions which cause another action to be played, possibly multiple times. We also have Durations, with effects that linger to the following turn.

And we have lots of discussions about how they interact. I've found at least:...all containing statements by Donald X, plus remarks by others with varying degrees of definitiveness.

As I understand it, the way things stand at the moment is:
  • "If you play or modify a Duration card with another card, that other card also stays in your play area until it is no longer doing anything." (The actual rule.)
  • This does not apply to cards which "play or modify" the card which "plays or modifies" the Duration -- if you play Throne Room, choose Throne Room, then choose Wharf, only the second TR stays out.
  • The rule should be construed as "until you clean up and it is no longer doing anything". If you Throne Room a Haven, you don't get to discard the Throne Room (and possibly cycle your deck enough to re-draw it) immediately the two Havens come in at the start of your next turn.
  • Golem is "no longer doing anything" the moment it's played the actions you drew.
  • Tactician only has its effect once even if doubled or tripled, so a Throne Room is "no longer doing anything" and gets discarded during clean-up.
  • Conversely a Throne Room used on an Outpost is still "doing something" according to the BGG rules FAQ?
  • If you Procession a Duration, the Procession stays out, but the Duration gets trashed for gain this turn. The Procession is your reminder that something is afoot next turn.
  • If you Procession a Throne Room then choose a Duration, the Procession trashing the Throne Room takes precedence over the "stays in your play area until it is no longer doing anything" rule; the Throne Room is trashed for gain this turn.
  • If you use a Band of Misfits as a "play or modify" card, or as a Duration, it stays out precisely as long as the card it's impersonating would have done.
  • You have Durations "in play" until clean-up at the end of the following turn (for the purposes of Peddler, etc.)
  • However, you have not "played" it on the following turn (for the purposes of Conspirator)
  • Throne Rooms, Kings' Courts, Processions, Bands of Misfits, etc. that are left out are "in play" but not "played", similarly.
Is that all correct?

One question I've never seen asked: what happens if you Procession an Outpost or Tactician? (On the one hand, maybe Procession stays out if and only if a Throne Room would have done; on the other, maybe the Procession is "doing something" by marking that there's a trashed duration to apply next turn.)



More generally, am I the only person who thinks this all feels unduly gnarly? I see a three-way conflict between:
  • Consistency and clarity of the rules
  • Having cards cleared up if they serve no further purpose
  • Giving players the best chance possible of remembering what's supposed to happen at the start of their next turn

I can see two simpler alternative rules:
  • Everything is cleaned up at the end of your turn, including Durations and cards which played or modified them.
  • Any card which causes a Duration to be played is itself a Duration until it leaves play, and all Durations (even Tacticians on which you discarded nothing) stay in play until your next turn.
The first one causes obvious memory problems. But what if there were "duration proxies" for each kind of Duration? They could be full-size cards, or perhaps mini cards or some other kind of token. When you play a Duration you stick a duration proxy in front of you; at the start of your next turn, you get the benefit. Throne Room a Duration? Place two proxies. Band of Misfits a Duration? Place a proxy corresponding to what you chose. Procession a Duration? Trash the Duration, but leave the proxies standing. Play Tactician; have you discarded any cards? If so, place a Tactician proxy.

The second would mean that if you chain Throne Room -> Throne Room -> Duration, both Throne Rooms stay out. For players like me who lay out the actions they play hierarchically, it just means you leave the entire hierarchy out as-is.

Has anyone tried playing in either of these ways? How much difference do they make to gameplay and/or strategy? My instinct is that the first is by far the tidiest option, it's just a shame it needs several dozen extra game pieces.

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