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Messages - allanfieldhouse

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201
Goko Dominion Online / Re: Summon is now available on MF
« on: June 08, 2016, 09:38:07 am »
14 leftover Ducats. MF is trolling me.

Me too. WTF, how do I even end up with 14?

202
Goko Dominion Online / Re: Black Market Traveller bug
« on: June 08, 2016, 09:27:47 am »
Yeah, I just posted this same thing in the official forums. http://forum.makingfun.com/showthread.php?10600-Black-Market-Travelers

The "no supply pile to return it to" explanation makes sense though (as opposed to David's official confusing answer).

203
I asked a very similar question when I was just getting into Dominion. I only had the base set and intrigue at the time, but there's still good advice in the thread about how to go about picking the cards to bring.

http://forum.dominionstrategy.com/index.php?topic=9195.msg283443

204
So when I made this post last week, I didn't realize that people hadn't received their copies of Adventures yet (I was just playing with an Inheritance event that I wrote on a piece of paper). Now that people have actually played Adventures out in the wild, what are your thoughts about trashing your initial estates when Inheritance is available?

205
Dominion General Discussion / Re: Interview with Donald X.
« on: April 24, 2015, 05:54:19 pm »
What expansions/products sell the best?
Prior to Adventures I think it's just a straight line down from the start, more copies of Intrigue sold than Seaside and so on, not counting small sets. I can't give you figures but you can look at BGG ownership rates for example. It only makes sense that it would work like that; at some point someone thinks, I have 4 expansions, maybe I need to buy some other games too.

What about recent/realtime sales (rather than cumulative)? Do people still buy more Intrigue than Seaside, or is it weighed more heavily toward the better reviewed sets? I would expect the current best selling ones would always be the base set and whatever the newest expansion is at the time (?).

206
Cwazy!

207
That's what I'm thinking. As awesome as it is to suddenly have three free +1vp conspirators, it's just really hard to get to that point. Maybe a lack of +buy would influence that decision (or something like baron that uses the estates or death cart that can spike you to 7 early).

I guess I just need more games to get a feel for it. Does anyone else with more experience want to weigh in?

208
Dominion General Discussion / Trashing estates on a Inheritance board
« on: April 21, 2015, 09:48:48 am »
I played a game the other day with Intrigue cards plus Inheritance. My general plan was: steward for trashing, minions, inheritance on conspirator, something else for +buy. Once I got all that set up, it was great. The problem is that it took forever to get it going because of all my starting estates clogging everything up. Should I have trashed the estates initially even though I really wanted them once I got my inheritance?

How often do you guys think it will be viable to save estates for the inheritance vs needing to trash them early. Obviously some cards like baron make it way easier to just keep the initial estates.

209
I think it would be clearer with no comma, but hey, it's not my game. I understand what the cards are saying, and I'll get used to it.

210
Dominion General Discussion / Re: Interview with Donald X.
« on: January 06, 2015, 02:49:56 pm »
Well it's 2015. Any more info on the expansion (or info about when there will be more info)? Or is it all up to the mythical Jay?

Also, how will the process work for getting the expansion into online dominion? Is that something that won't start until after the expansion is released, or are they going to be able to implement it in advance?

211
Goko Dominion Online / Re: Formula for modified card frequencies
« on: September 08, 2014, 01:59:48 pm »
Cool! Now to get something like this incorporated into an "Advanced" mode of the Salvager Kingdom Generator...

212
Goko Dominion Online / Re: Prince on Goko
« on: August 28, 2014, 04:45:11 pm »
Prince costs 20 gokoins, yet the fewest number of gokoins you can buy is 40. Thanks...

213
Dominion General Discussion / Re: Interview with Donald X.
« on: July 10, 2014, 10:50:00 am »
I was wondering if you could explain the reasoning behind the wording that makes prince not work with one-shots and duration cards. Were certain one-shots too powerful when princed? Were durations just too confusing to resolve with prince?

214
Dominion General Discussion / Re: New Promo at Origins...
« on: June 24, 2014, 08:07:58 am »
It's not "fail to set aside (when you cleanup)" its "fail to set it aside (on a turn you play it)"

You're wrong and this has been discussed earlier in the thread. In particular in the FAQ posted by Donald:

If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme.

I mean sure, if Donald wants to clarify "The text on this card is all a red herring. When you play this card, you actually just draw two cards" then he can do whatever he wants. I'm just saying that judging strictly from the wording on the card, you should get to keep playing Island multiple times. Should've gone with something like "fail to set this aside in this manner" if he didn't want it to work with Island.

The wording of Prince is a bit tricky, but it says stop playing it if you are unable to set aside the card. Island is not set aside by Prince. Island sets itself aside.

Let's look at this like a typical action.
Smithy
Play Prince: set aside Smithy
Next turn: Prince plays Smithy
Cleanup: Smithy is still in play, Smithy is set aside by Prince

Now, here is Island
Play Prince: set aside Island
Next turn: Prince Plays Island
Island sets aside itself and another card
Cleanup: Island set itself aside so Prince lost track of it, therefore, Prince can not set it aside.

Sure. But the wording specifically says "set aside this turn", rather than indicating it was set aside by the prince. Seems to me that any valid way it was set aside should be good enough going off just the wording of the card.

Do you have the DA rule book? If so, it has the lose track rule in it. You should read up on it.


"setting it aside again when you discard it from play."

From that phrase, I would argue that since the Island wasn't discarded, the Prince doesn't even try to set it aside (and thus doesn't trigger a failure). Then because the parenthetical "stop playing it" phrase doesn't actually specify that the setting aside has to be from the prince itself, I'm inclined to agree with cluckyb that the text indicates that you would try to play Island again.

I think the real saving grace for the "unprinceable island" is the lose track rule from Dark Ages. At the start of the next turn, prince has lost track of the Island, so it can't play it again.

215
Dominion General Discussion / Re: Interview with Donald X.
« on: May 07, 2014, 11:14:16 am »
I've seen you say many times that you would much rather create a Dominion spin-off at this point rather than another expansion. What sort of ideas/mechanics would qualify as a spin-off? Have you already created spin-offs that you either killed off or would consider releasing after further refinement?

Feel free to just post a link if you've answered these questions before (or elaborate more and reveal your secret dominion plans).

216
Dominion General Discussion / Re: Interview with Donald X.
« on: April 01, 2014, 03:06:35 pm »
I just wanted to throw this out there since the discussion of Monopoly came up: http://www.criticalmiss.com/issue10/CampaignRealMonopoly1.html

217
Puzzles and Challenges / Re: Empty the Supply in 4 Turns
« on: March 27, 2014, 05:53:59 pm »
Can someone explain the strategy in plain English? I remember reading this thread when I was new to Dominion and not having any idea what was going on. I just re-read it, and I think I understand most of the important parts, but I still don't think I got everything.

Here's my attempt at explaining:

1. He starts out by using processions to play actions twice and gain new cards. He trashes fortresses because then they come back to his hand (even after playing them due to procession), and he trashes catacombs to gain cheaper cards. Often when gaining a card, he will immediately trash it using watchtower to trigger an effect (or just use watchtower to topdeck the card).

2. At this point he plays all 10 hagglers. Normally you wouldn't be able to alternate back and forth between the action & buy phases of your turn, but he uses black market to get around this. Each time he buys a card from the black market deck, he gains 10 cheaper cards due to the hagglers, and he can continue to play actions afterwards.

3. He gains & plays all 10 goons so that every buy from here on out also nets him 10 victory points.

4. He repeats the step 2 black market strategy, but this time using king's court to supercharge everything.

5. Finally, he plays all his treasure (including a bank worth $76) and buys all the remaining cards (only victory and treasure cards were left at this point).


Can anyone else give a better/clearer/more accurate explanation than that?

218
Dominion General Discussion / Re: Interview with Donald X.
« on: March 19, 2014, 12:22:22 pm »
Even with the 200+ cards we have, I don't think full random across all expansions is the best way to generate kingdoms.

Obviously. King's Court, Black Market, Random is the best way to select a kingdom.  :)

219
Dominion General Discussion / Re: Interview with Donald X.
« on: March 11, 2014, 04:51:51 pm »
I was just thinking to myself "why is this interview thread pinned when it's basically dead?". It's alive!

Hmmm...I guess I need to ask a question.

I sensed some frustration on your part recently from this thread: http://forum.makingfun.com/showthread.php?4199-Wait-on-playing-these-that-s-my-advice I was wondering, how satisfied are you with your level of involvement with the online implementation of Dominion? Would you like more involvement/control, or are you happy with the current situation. (and come to think of it, how involved have you been over the last year or so?)

220
Hmmm, so did my submission not get counted because I had never played a pro game? I just played one against a bot, so I'm on the "full" leaderboard now...

Also how heavily are the results weighted by your rank? Is it just a minor factor, or would a new player's ratings basically not count at all?

221
I don't know...I almost feel like you have to take goko's interface into account and vote survivors lower than it otherwise would be. :)

222
Dominion General Discussion / Re: Remembering Your First Game of Dominion
« on: November 25, 2013, 05:10:53 pm »
My first game (4 players):
None of us bought chapel (because there were no curses).
Markets seemed to be everyone's favorite because of how many different things they gave you.
We didn't have a village, so I was amazed when another player throne roomed a market and could then play two more actions.
I bought a couple coppers near the end once I discovered you could buy them for 0.
I tied for first with 27 points -- which I soon discovered was a very common score.

223
Dominion General Discussion / Re: Custom Base + Intrigue Travel Set
« on: August 23, 2013, 04:03:56 pm »
Thanks for all the help everyone. I'm starting to rethink my strategy of combining the two sets fairly evenly. Maybe a better strategy would be to just remove Adventurer, Chancellor, and Woodcutter from the base set and add in 5 cards from Intrigue. That way it's still mostly base for all the new people, but there would be some definite strategy shifts based on the Intrigue cards.

Does that sound like a better approach? Did I remove the right cards from base, and which 5 should I bring from Intrigue?

224
Dominion General Discussion / Re: Custom Base + Intrigue Travel Set
« on: August 21, 2013, 04:17:01 pm »
Okay, second draft.

Adventurer
Bureaucrat
Cellar
Chapel
Festival
Gardens
Library
Market
Militia
Mine
Moat
Moneylender
Remodel
Smithy
Throne Room
Village
Witch
Woodcutter
Workshop
Bridge
Duke
Masquerade
Pawn
Steward
Swindler
Upgrade
Harem

Overall I got rid of several Intrigue cards in favor of more base set.

Adventurer replaced Nobles as a 6 card and to reduce actions/draws.
Got rid of Lab and Council Room to reduce the draw-your-deck-ability of the set.
Downgraded Ironworks into Workshop (to get rid of bonus actions, etc).
Added gardens for variety.
Switched courtyard out and pawn in to reduce drawing a little but still a card with choices.

I added a couple other cards (mine, bureaucrat) so that it includes all the cards from the First Game and Village Square.

What do you think of the list now? Right level of +actions and +cards? I think there's even more trashing/TfB now...is that a problem?

PS - LastFootnote, you posted while I was writing this, so I'll review your list in a second.

225
Dominion General Discussion / Re: Custom Base + Intrigue Travel Set
« on: August 21, 2013, 03:52:44 pm »
If the concern with bringing both boxes is box space and the concern of a custom storage solution is time, you could probably put together a quick makeshift storage solution by removing the insert and putting all the different cards into ziploc bags.

Another aspect of it is the desire to just be able to pull out a nice commercially produced box and say "Hey guys, do you want to play this awesome game I have?". I'm also not going to be playing tons and tons of games, so it would be nice to keep it limited to about the same number of cards that actually come in a box. I basically want the beginner-friendliness of the main set combined with some improvements from Intrigue.

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