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Messages - Elanchana

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26
Dominion: Empires Previews / Re: Empires Bonus Preview #1: Villa
« on: May 09, 2016, 11:08:52 pm »
If I use Ambassador or Messenger to give Villas to other players, it goes into their hands, yes?

AND THEN EVERYONE GETS AN ACTION PHASE AT THE SAME TIME RAAAAAAH MASS INSANITY

Ahem. I think that's what happens (besides my addition). So that's a pretty bad idea. <.<

27
Puzzles and Challenges / Re: Villa: To Infinity and Beyond
« on: May 09, 2016, 10:36:48 pm »
I've never understood this. You can use more than two Events! The recommended number is 0-2, but that's not the official range.

Eh, fair point. Well, 2 or fewer events can be another hard mode I guess.

28
Dominion: Empires Previews / Re: Empires Bonus Preview #1: Villa
« on: May 09, 2016, 10:10:37 pm »
This must be Elanchana's favorite card (rhymes with vanilla). And I was so sure it would be "flotilla". Oh well.

You are absolutely correct. This is my favorite card that I got to playtest. Protip: Put your +1 card token on it for serious awesome. That's what I did and I won by a landslide.

So yeah, Villa is epic. Just how epic, you ask? Click here...

29
Puzzles and Challenges / Villa: To Infinity and Beyond
« on: May 09, 2016, 10:10:22 pm »
We can all agree that Villa, the new card, is kinda broken. But how broken can it be? Buckle your seatbelts and let's push this as far as possible.

Credit to 2 of the original playtesters for coming up with this idea (I just refined it a bit).

The Challenge: Using Villa as a key card, have a turn that can generate infinite coins and buys. And when I say infinite, I mean literally infinite. You must follow all the rules of Dominion, including using a legal kingdom (10/11 cards, max 2 events).

Hard modes:
  • Do not rely on shuffle luck to start or play your turn.
  • Do not have any durations in play.
  • Do not use Teacher or any of the tokens it grants you.
  • Be able to scale this challenge from zero to ten (reasonably compliant) opponents.
  • Use as few kingdom cards as possible.

Expert mode: All of the above at once.

30
Dominion: Empires Previews / Re: Teasers!
« on: May 06, 2016, 01:18:35 pm »
PLEASE OH PLEASE let there be more Alayna Lemmer art. I love her stuff so much.

The bidding thing - this is one of the aspects of Empires that I'm not too fond of. Something I love about Dominion is how equal AND isolated the play is. Sure there are attacks and stuff, but everyone has access to exactly the same things. And there's no direct competition for resources other than pile control. So there are parts of Empires that get rid of that, and bidding is one of them. But enough on that.

Moar.

31
Dominion Videos and Streams / Re: Dominion Live Streams
« on: May 02, 2016, 09:26:01 pm »
In case you haven't had enough OMGWTFBBQADVENTURES, click here for stream

32
General Discussion / Re: Music talk
« on: April 26, 2016, 02:40:01 pm »
At least it's slightly better than the original for sure, but it sounds pretty much the same except for the drums.

That was kinda my intention. I thought the original sounded like someone deleted the drum and bass track, so I "put it back in". It's not exactly a remix I guess, but to me it makes the song way more listenable.

Edit: The YouTube upload finished!

33
General Discussion / Re: Music talk
« on: April 26, 2016, 01:11:08 pm »
In the meantime, stuff I've been doing:
Remix of Armenia's Eurovision song

Is this available for streaming anywhere? That site has three buttons, and they all look a lot like the kind of buttons that I don't really want to click.

The blue rectangular download button is the one you want. I'm gonna put it on YouTube at some point.

34
Dominion Online at Shuffle iT / Re: Creating Dominion
« on: April 25, 2016, 11:48:12 am »
What do you think of Netflix-style "Are you still here?" messages? Possibly with captchas included? I know I said that before but I want to know if it's an idea you're considering.

What are the captchas for?

Make people put in more work to stay in the game? It's pretty unlikely that they'd get bot accounts but... Still, it would prevent people from just clicking in the same place over and over. I dunno, just a thought.

35
Dominion Online at Shuffle iT / Re: Creating Dominion
« on: April 25, 2016, 11:36:28 am »
As a slowish player, I beg you not to enforce timed games on everybody (unless the time limit is pretty generous).

Stef mentioned timed games in the context of user-created tournaments. If you want to make, say, a 16-player single-game knock-out tournament last at most 2 hours, you have to enforce some maximum game length on the individual rounds (say, 30 minutes). What these limits are and whether there are limits at all is entirely up to the creator of the tournament, and it's then up to individual players to only join tournaments with time limits that appeal to them.

It's out of the question that we'll apply such time limits to ordinary Dominion games.

What we will do is take an active stance against abusive stallers, starting with giving their opponent the option to make them resign (like iso had) but also by introducing a report function that will flag a time-stamped game + chat log for manual inspection. If we agree there was indeed abusive stalling these users will get warned, and repeat offenders could either be subjected to a personal clock or maybe even have their ability to play against humans temporarily revoked. We want to create a fun environment and people who take two minutes for each Copper play or sprout profanities in chat are not a part of that idea.

What do you think of Netflix-style "Are you still here?" messages? Possibly with captchas included? I know I said that before but I want to know if it's an idea you're considering.

36
General Discussion / Re: Music talk
« on: April 25, 2016, 11:20:00 am »
Either this week or next I will listen to everything everyone has posted here starting with Awaclus's album. Because I would feel REALLY guilty about posting here otherwise.

In the meantime, stuff I've been doing:
Remix of Armenia's Eurovision song (here's the original for reference)
Soundtrack to a friend's short animated film (which I'll post here when she makes the video public)

37
Dominion Videos and Streams / Re: Watch me play online campaigns?
« on: April 21, 2016, 03:26:31 pm »
Here's some excerpts from the Seaside story: Tonight you celebrate; your caravan is rich! You dance, you sing, you drink; you notice the little cutpurse from the village. You're fairly tipsy, but you try to capture her.

You drag the little cutpurse to your camp, where she gives back your coppers and tells you her story: her name is Ela, and she lives with a band of smugglers and thieves. You and your companions "adopt" the orphan child and teach her the ways of honest merchants.

You are starting to become homesick, but parenting Ela is a pleasant distraction. Should you make her "adoption" official?

Are you scared yet? I didn't add those quotes around adoption either, those were just there.

Oh yeah I remember that part, stupid lil cutpurse



T̥̹H̩̙̳̤͝͠ͅĘ̠̘̗̭͞R̪̱̥̳̹̲͚̀̀E̱͙̬͙͙̦̗̜͢ ̸̵̘͓̺̞͖͙͈̳C̴̝͖͞ͅÀ̴͎̥̻͚̖͘N̡͍͍̞̬̹̱͝͠ͅ ̴҉̜͚̥͚B͏̠̖̺̯̦E̵̯͈̪͇͕̤ ̴͓͉̹̘̫̩͍Ò̶̱̖̯͕̦͙͇͓̱́N̡͇̫̤̬̙͝L̷͉͙̣Y̷̱͚͕͈͎̦̘͝ ̖͔̺̙̟̤̼̥̀Ó̪̟̟̠̫̥̜̝͜N̷͍̲͟E̳

38
Rules Questions / Re: Vanilla tokens on the Ruins pile
« on: April 16, 2016, 02:56:20 pm »
You can also put your -2$ token on ruins, or inherit them! Endless possibilities...

(Putting your opponent's -2$ token on ruins via Possession has to be the ultimate troll move)

They could always move it. The real troll move is putting their ESTATE token on one of the ruins. That's legal, right?

39
Variants and Fan Cards / Re: Scaling curses???
« on: April 16, 2016, 02:37:11 pm »
I'm resurrecting this thread because Elestan offered to playtest these when I saw him a couple months ago. So I want to get at least a first "draft" of each card finalized so I can know what they're like to play with.

For now I think I'll call these cards Afflictions, since that's the closest synonym for "curse" that looked good on Thesaurus.com and a name like "scaling curse" doesn't really sound Dominion-y. The actions that use them specifically would be called Afflictors. If anyone can think up a better name (which I'm sure exists), please tell me.

From now on, any text in red is an important undecided aspect.

I don't think the base Afflictions need much of a change, apart from how much they scale, so here's what I have:

Quote from: Affliction cards
Plague
$0 - Curse - Affliction
-1VP for every # cards in your deck, rounded down.

Schism
$0 - Curse - Affliction
-1VP for every # Action cards in your deck, rounded down.

Defecit
$0 - Curse - Affliction
-1VP for every # Treasure cards in your deck, rounded down.

Scourge
$0 - Curse - Affliction
-1VP for every # Victory cards in your deck, rounded down.

I haven't come up with any ideas for the six Afflictor cards (though ephesos's ideas are a good start) but this is what the description of that card type would be.

Quote from: Afflictor card type
If any Kingdom card has the type Afflictor, replace the Curse pile with the four Affliction piles: Plague, Schism, Defecit, and Scourge. If a card requires a player to gain a Curse, they instead choose an Affliction to gain.
The number of Affliction cards in each pile is # (scaling for players).

So, concerns and stuff I still need:
- Obviously, the Afflictor cards themselves. I want to stick with my plan from the fourth post of this thread unless someone comes up with a better one. So, four Attack-Afflictor cards would distribute each of the individual Afflictions. An additional Attack-Afflictor would let the attacker choose which Affliction each player gains (I know it's political but it's not luck-based like Swindler is). The last Afflictor card would not be an attack but something Death Cart-ish that gives the player Afflictions of their choice (or does something else involving them) in exchange for a sizeable benefit. The power balance is going to be important with these. Afflictions will most likely hurt more than Curses, so Afflictors sort of have to be Looters in reverse (eg. the Afflictor equivalent of Witch would be to Witch what Witch is to Cultist). The attacker's choice Afflictor is definitely going to be $5 or more, no matter how good its bonus is.
- The scaling power of the Afflictions. If they're scaling alt-VP in reverse, then Plague would be 10 cards, Schism would be 3 Action cards, and Scourge would be 4 Victory cards. Though that seems like the easiest option, it might overpower them. And the jury's out on Deficit on that front. It will probably take playtesting to figure out exactly the best point values but I need something to start with.
- The number of Afflictions per pile. The logical default is the same as the Curse count - ie. 10 per player besides the first. The concern for that though is how it would affect 3-pile endings to have 3 additional full-size Curse piles in the supply. For example, if someone was getting cursed normally with an Afflictor on the board, switching from taking Defecits to Plagues with one Defecit left in the pile could prolong the game - is that overpowered or not? The other option is making each Affliction pile smaller than the curse pile (bigger doesn't seem any good), although that makes 3-piling even easier unless there's a rule that the entire Affliction supply, rather than just one type, counts as a pile.


I'm really excited to get these cards designed and playtested and everything. I'm especially looking forward to seeing how different deck types respond to Afflictions in practice. Add a Scourge to my overdrawn golden deck? No problem! Add a Defecit to my terminal draw big money deck with no trashing? Ouch.

40
Rules Questions / Vanilla tokens on the Ruins pile
« on: April 16, 2016, 12:12:09 am »
Is that legal? If so, it sounds like an interesting way to recover from losing the Ruins split...

41
Dominion Online at Shuffle iT / Re: Creating Dominion
« on: April 15, 2016, 04:41:52 am »
I was browsing around the wiki and stumbled upon an interview-ish thing ednever did with Jay of RGG back in 2012, and found this, regarding a feature planned for Goko:

If you are playing against someone and they drop off for whatever reason, the AI will take over.

Any plans to implement this feature?

I like it better when I don't have to play a bot who might have a small chance of beating me somehow when the opponent quits.

They could give you the win, then ask if you want to continue against the AI for an unrated game.

Hey, that could combo well with achievements. If you have no chance of winning but your opponent is obviously drawing the game out to be able to piledrive Colonies, you can resign and move on while they finish up and get their achievement.

Speaking of achievements (if they're actually a thing), you could get around the people-making-stupid-moves-then-leaving problem by having purely luck-based ones. Like having $6 or more in treasures on turn 1.

42
ELACHANA WHAT DO YOU KNOW ABOUT FOUR PLAYER BASE DOMINION?!?!?!!!?!?!?!?!?!?!?!?!?!!?!!!!$)((?!33&:!@:?!

...that people stop caring when Witch is involved?

43
For all the stories of when you find someone out there who plays Dominion but doesn't, well, know the game.



Like when I went to a party the other night. The guy hosting had the base set so I suggested we play together. The randomizers gave us a terrific engine board with Festival, Library, Witch, and the ever-popular Chapel. And it turned out my friend wasn't familiar with how to build engines (or that double-Provincing was even possible), so I kind of crushed him. I felt pretty bad afterwards, but hey, at least it proves that I'm not one of those fake geek girls amirite? ¯\_(ツ)_/¯

Then of course we played a four-player game with Witch and no trashing and every single person opened 2/5. No one was happy with this.

44
Dominion General Discussion / Re: When did you start playing Dominion
« on: April 14, 2016, 11:24:48 pm »
My first game of Dominion ever involved thinking that revealing Moat removed it from your hand.

My second game involved Chancellor being crucial to my victory.

My third game involved getting destroyed by Thief.

My fourth game involved Goons and Elestan.


Edit: Oh, and I first started playing seriously in the summer of 2014. So ALMOST two years.

45
Dominion Online at Shuffle iT / Re: Creating Dominion
« on: April 14, 2016, 04:40:42 am »
Since everyone's sharing their thoughts, I guess I should as well.

Obviously it's fantastic that the people designing Dominion Online this time are long-time, high-skill players. So congrats on that.

The pricing system... I guess I'm okay with it. I'd kind of like for there to be a "bundle" or something, where you get the offline version cheaper if you also get the subscription online or vice versa. And there definitely should be some way to play for free - the Goko model of Base-only-unless-you-land-a-game-with-someone-who-has-all-sets seems like a good starting point. Maybe free players (guest accounts?) could also be blocked off from certain game modes like tournament mode.

In terms of features, I have a couple requests. You don't have to take them, but I think they're worth considering.
- There's going to be a leaderboard, right? If there is, can you maybe implement the option of being able to hide your place on the leaderboard (and your level/rating) from other players, as long as you don't see their level/rating either? It would be sort of like the system Making Fun has now where you know you're automatched with someone on a similar level but you don't know what it actually is. I feel like I might not be the only one who's turned off by any sort of ranking system because it adds instant judgement.
- On that note, please say that unrated games will still be possible - it's the best way to test out contrived boards and unfamiliar combos/cards among other things. It could even be cool if that was table style so we don't get what's going on on MF right now with "Hey, does anyone want to play a game with X cards?"
- It's good that you're doing both a text-based and a graphics-based mode. I've said it before, but what I think Goko and MF got very right was the feeling that you're actually playing a card game - the look of the real cards, the fanned-out hand in front of you, the play area in the middle, the cards moving to and from their various locations. I really don't want that to go away. By all means rearrange it so the information is more convenient (*cough opponent's deck size is always visible cough*), but please try to keep the realism.
- Social features, ya? I got so tired of asking MF for this that I just stopped, but now we're back. I kind of assume you're doing this, because you hinted at something like it with the observing feature (which I can't wait for), but it's worth mentioning anyway. So, friend list, blacklist, seeing who's online, private messaging, that sorta thing.
- Your interactive game log idea looks really great. Can it also include a way to see what your screen (or any player's screen for that matter) would have looked like on each move, without having to play the game from that point on? Or video replay for each turn? Or both? I'm asking this because of the trouble I have with reading logs and I hope I'm not the only one.
- This might be a given since SCSN is involved but it's worth asking anyway. There will be autoplay options, right? Like auto-reveal Moat and stuff?
- And speaking of things to make games go faster, can there be some way to notify people when they're slowrolling? If a player is taking a while on their turn, they should get a message like "You have been inactive for X minutes. Keep playing?" Their opponent also would know that they got the message so they don't have to ask themselves. Maybe if someone is a repeat offender they should start getting captchas or something at some point, and/or their time before they get booted gets gradually shorter.
- You don't have to do this one but it's something I just thought of. What if there was a section outside of games where people can get details on each card? Like if someone was unclear about what a particular card does, they could click on it and get an explanation like "1. Draw one card. 2. Take one action. 3. You may discard one card. 4. If you did, take one action. 5. You may discard one card. 6. If you did, take one buy." There could even be graphics or animations or something but that might take too much time. But each card page should also list the rules clarifications for the card, such as the lose-track rule or the you-can't-Prince-durations thing. So basically this would be like the DS Wiki pages for each card but without the strategy guides. I've seen enough people who make unintended mistakes with cards they don't know because they thought the rules were different that this could be a big help - using it in games with real people should not be possible of course but outside games definitely and against bots might also be nice. Just an idea.

So yeah. Excited for this to happen!

47
Puzzles and Challenges / Re: Easy Puzzles
« on: March 27, 2016, 06:56:07 pm »
...impossibru?

Okay, whatever. I'll say my solution because it may not be possible after all.

You have only $5 to spend with one buy, and you have to go ahead and buy a Province, right?

Here's what you have in hand: Silver, Silver, Quarry, Watchtower.

Play treasures, buy Traveling Fair, $3 left to spend. Quarry cheapens action cards, buy Cultist, trash with Watch tower, draw 3 Platinums, buy Province.

It's probably not possible because I don't know if you can play treasures once you actually buy something. I don't think I even need a Donald conformation, it doesn't work in MF or Goko now that I think about it. So yeah, not a real solution.

I'm not good at this puzzle thing at all.

Yeah you can't play treasures once you've bought something.

               redacted                                                     

48
Puzzles and Challenges / Re: Easy Puzzles
« on: March 27, 2016, 06:13:52 pm »
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.

No Highway and no Bridge? So of what's left, Ferry and Quarry only affect Actions, so... Princess? But that's only used once. I no gets it. And you said buy the Provinces so that means you can't do stuff like Farmland tricks or whatev.

Yes, no Farmland, because you have to buy the Provinces. And no Princess in play.

...impossibru?

49
Puzzles and Challenges / Re: Easy Puzzles
« on: March 27, 2016, 05:50:48 pm »
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.

No Highway and no Bridge? So of what's left, Ferry and Quarry only affect Actions, so... Princess? But that's only used once. I no gets it. And you said buy the Provinces so that means you can't do stuff like Farmland tricks or whatev.

50
Puzzles and Challenges / Re: Easy Puzzles
« on: March 27, 2016, 03:04:27 pm »
You have a 1 card hand. How do you get to a 2 Province buy?

You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?

It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?

I assume you made these to have a lot of different solutions so lemme see if I can come up with some that no one wrote before.

1. It's a Scrying Pool and you don't have any non-actions. You draw your whole deck, which can buy two or more Provinces.

2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

3. Provinces are multiple-Embargoed. Or they are Embargoed once and he loses on turns.

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