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Topics - schadd

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26
General Discussion / happy thank
« on: November 24, 2016, 06:41:32 pm »
what are you thankful for?

27
Introductions / post-hoc introductions have been in vogue lately
« on: October 28, 2016, 11:12:13 pm »
that's pretty cool

28
Dominion League / thanks mods!
« on: October 19, 2016, 12:47:36 am »
 :)

29
Game Reports / the loooong, looooong game
« on: October 07, 2016, 08:22:35 pm »



Code: [Select]
Save, Mission, Crossroads, Forager, Hermit, Smugglers, Bishop, Feast, Rabble, Altar, Fairgrounds, Prince 
  now i know what you're thinking. that's because most people evaluate boards in the same way, so i can assume that you're thinking something along the lines of "okay, so, there is actions in crossroads and prince, except, ooh, the only thing other than crossroads that you can prince is forager and that simply won't do."
  well, i did prince crossroads. and also i princed smugglers.
http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161008/log.0.1475885703511.txt


  i had 6 fairgrounds, opp had one, which is the reason that i had 6 instead of 5. these fairgrounds were worth—you guessed it—a tastefully sub-herculean 6 points each. that ends up being a lot of points, as the ledger will note.
  10/10, would shop again.

30
Variants and Fan Cards / a different and low-octane masquerade
« on: October 02, 2016, 10:37:04 pm »
$3 action

+2 cards

each player may pass a card to their left.
you may trash a card from your hand.

it generally eliminates having to pass good cards, which maybe people liked (intrigue had a sub-theme of losing your good cards in swindler, saboteur, masq, and sort of mining village and minion). both players are still incentivized to pass something, and if you don't have something bad to pass it still sucks (you get junked) but there isn't the scenario where everyone feels weird about trashing everything, and it's less devastating with discard attacks.
  it also fixes the pin with less words.

31
Non-Mafia Game Threads / schadnd secondary thread
« on: September 17, 2016, 12:50:31 pm »
as the amount of people involved grows, the people may well want to split in two groups. and so here is where the people who are the secondary people will end up.

32
Non-Mafia Game Threads / schadnd
« on: September 07, 2016, 05:33:28 pm »
welcome to the dnd that is my one!
   -there are very few rules in comparison to the real kind, everything is gonna be qualitative instead of quantitative (e.g. that goblin looks super almost dead and has a bunch of gashes on her face, rather than that goblin has 2 hp left or whatever)


   -anything goes, which is to say, you can have your character attempt to do anything and the success is determined by a dice roll, put in the context of how likely it would have been to begin with (i.e. something like 'become a god' has, like, no chance of success even with like 3 consecutive 20s).


   -dice rolls won't be "this will work with a roll of n or higher," rather, i decide some outcome that is somewhere between catastrophically clumsy (1) and immaculately executed (20).


   -there will be a somewhat loosely observed map, inventory, and increasing skillset.


   -i will use random.org 1-20 for dice rolls, and attempt to use dice rolls for as many things as possible


expect it to be low commitment, fairly long-term, and super dumb and maybe lightly offensive

current players:
1. roadrunner
2. lalight
3. adk
4. another ragtag bunch of rapscallions

in the near future, you can send me an application to fall from the sky and join the fray. if you want to interact but don't feel the need to join, you can apply to be a force of nature (e.g. make there suddenly be a bunch of wind flowing west)
to join, choose a race, gender, specialization, blessing, curse, and other thing:
races:
  *everiman: no distinguishing characteristics, really, tends to be somewhat physically strong and socially competent
  *dork'm: really scrunched-up orc face, brutish, good at hand-to-hand combat and stuff, super racist
  *dank elf: affinity for drugs
  *nerd'm: generally seem to have an aloof and pretentious expression, good at magic and arithmetic, often get punched in the face
  *joht: have a very wide assortment of random skills, fun at parties, emotionally repressed
  *sneak'm: sneaky, good at archery and stuff, tend to notice when people's flies are unzipped but don't say anything
  *mahst: a weird ghosty sorta thing that have an affinity for any weird mystical type stuff. they usually avoid eye contact
  *glihb: universally attractive and personable. i heard they have a girlfriend that goes to a different school


genders:
  *male
  *female
  *frensnark
  *unspecified


specialization/area of study: choose major and minor
  *sword combat, hand weaponry of all shapes and sizes except for the really weird ones that were elective courses
  *archery, crossbows, that that go shooty-shooty
  *sneakin around
  *magic - the friendly ones like healing and armor and stuff
  *magic - the eeeeevil ones like fire and being able to yell really loud
  *music, bardsmanship, generally strong manual dexterity and some affinity for drugs also
  *speechcraft, smooth-talking, politics, shoehorning yourself as the party leader and stuff
  *art history, which should, uh, occasionally be useful
(note: this and also sorta the race are non-binding, and if you are for some reason captivated by the desire to learn a new skill you can expect to pick it up eventually)


blessing (often given the opportunity to change, diegetically)
  *of smackatosh: original rolls of 20 on a combat thing result in a suuuuuper crit
  *of snatura: whenever you help a person, this deity summons for you a friendlus dop for some amount of minutes
  *of beliespor: you can do a really fast sprint thing but it makes you nauseous


curses (ibid.)
  *of plaggadon: original rolls of 10 or 12 on speech replace one of the nouns that you use with 'robot underpantsssss'
  *of dabbadoo: original rolls of 10 or 12 on magic spells that hit you will be disastrous
  *of xastron: original rolls of 10 or 12 for worldgen (!) will make the place smell really bad


other things: you can choose up to two affinities for something, but here's the catch: i roll a d20 that determines how good it is. 10 doesn't change anything, more makes you better at the thing and less makes you oh so worse


33
Let's Discuss ... / empires: gladiator, fortune
« on: August 16, 2016, 10:00:41 pm »

um, excuse me, i was under the impression that i would get gold and stuff. these are boogers shaped into coins


fortune is maybe as good as/maybe a little bit worse than it looks. in its prime you can maybe expect it to be a treasure worth, i dunno, $20? the gold-gaining sort of runs counter to what the money-doubling wants to do. gladiator, on the other hand, was very easy for me to glaze over but it is actually not very bad at all. it was a terminal silver that seemed like it should've been an attack but it's not, booooring! what's this other thing under it?
   but i mean it is not hard to get $3 with this at all. of course, it wasn't until the first time that i played with it that i learned that you could get $3 at all. all you need to do is have a card that isn't covered by your opponent's, what, three different cards that she drew? and quite often you will have cards that your opponent never even considered buying, or maybe only picked up one of. very good with shelters also


-what effect does the gladio-trashing have other than pushing fortune out sooner?
-how long can you think about which card to reveal before the host is allowed to kick you out
-how many money have you fortuned

34
Let's Discuss ... / empires: farmer's' market
« on: August 15, 2016, 09:14:33 pm »

buy! buy! buy!! b- SELL


if you're the only one buying these and you can play a lot of action cards then this is a good bet. on average $2.5 and buy(although you get more later which sucks) and then the fifth one is a distant lands. and buy. that sounds like a good bet indeed. if there's someone else that's getting them, though, wheew. in theory, if both of you are playing them without paying attention to the other, then the outcome should sort of be the same, with the better-later drawback being closer to moot i think. but oh ho ho, that's not how it goes. it gets a lot more nuclear once both of you have to of these. if you play your two, then the opponent gets to play her two and then the difference between the amount of money that you got and that she got is more than the money that you got. oh but there's also the vp thing that you'll get to do. it's non-linear you guys! and it has an odd number of iterations.


-is it all that nuclear? if you have one and your opponent has three, do you not even bother to play it for $1 or $2?
-is it fun if it's like that?
-is 4vp and trash better than $4?

35
Let's Discuss ... / empires: salt the earth
« on: August 14, 2016, 09:28:11 pm »

and then water it for a few months, and then you'll come back to find salt plants!


if you take a trip down memory lane and look at the 'popular buys' subsection of councilroom.com, you'll see that governor made for, on average, the fastest games, at 16.99 (rebuild would probably beat it now but you know). salt the earth would also probably be up there. i mean pretty much any kingdom with salt the earth can be worked out to end the game at around turn 6 if both players cooperate, but the fact that it's there should always put things on a timer. what's fun is that this timer can actually be two different things: "hey, you better hurry up with your late-blooming province engine because i can very quickly make it mathematically impossible for you to win" or "hey, you better hurry it up with your alt-vp thing because i can literally end the game on provinces also very quickly." and the fact that this card was released with empires makes the two of these much closer to equally likely, which is nice.


-how good is the fabled 'pure salt strategy'? the absolute earliest you can expect to force the game is really turn 9, and that's with something like open banquet gain cache or something, unless there's something that produces a lot of $8 and 2 buy turns fast but with that you could just buy provinces
-how often does this not target province or colony? take a bite out of your opponent's nobles engine? screw up their rogues by salting duchy?
-should this cause the fastest games? would it have an effect therein without ever being purchased?

36
Let's Discuss ... / empires: i mean castles
« on: August 13, 2016, 11:18:40 pm »

castle ownership is all about networking, man. you gotta have a bunch of em

these are often gonna be something that you get after deciding not to get provinces, for the time being.
  pros vs. provinces:
-they help you before the game is over
-$52 vs. $64, scaled conveniently
-comparable vp—having all castles is minimum 45, and grand castle can potentially push it over 48
-game doesn't end with the pile; good because you have built a bit more by virtue of having castles
cons vs. provinces:
-a couple extra junk cards—silver, duchy (or estates), maybe gold lmao
-humble and king's castle have huge bites taken out of them if the opponent denies a few castles, and it is very often easy and convenient to do that, especially via small castle milling
-pathfinding on castles, draw & discard pile empty; use king's court on small castle


so maybe they don't want to compete with provinces, i dunno. they do all do different things.


-is it at all possible that someone can roll over the castles in entirety and take all of them?
-or does no one ever even want to be the first one to pick up humble castle?
-what determines a game where these are appealing or unappealing? ability to draw/play a bunch of victory cards? +buys?

37
Let's Discuss ... / empires: overlord
« on: August 13, 2016, 03:15:11 am »

the hive cluster is under attack. spawn mor- spawn m- s-s-s-s-spawn more overlords


it's like a band of misfits but with a more pleasant wording that needs to be so because of debt. it is also like a band of misfits that is like 10x more difficult to know when to do; typically in the $4 range are simpler engine components (that is where most villages and a nice chunk of trashing and draw) that offer simple flexibility. in the $5 range, there tends to be more standaloney engine components (minion, hunting party, governor) and otherwise things that tend to be more strategy-defining. and since it's the upper-end, there's more room for them to be completely different and difficult to decide between; do i tactician or do i soothsayer? and the fact that it's debt just lumps it on. would i rather have a lot of $5s, uh, later, or do i want to get to choose them during the turn, and sooner? that's just a big what.


-is this the choosiest card there has ever been? when there's overlord, man, there's options.
-i mean seriously. why would you need paradoxes for robot defense when you could just say, alright. you play an overlord and there's count, artificer, archive, graverobber, cartographer, and tactician on the board.
-does that guy have an outfit from the past or from the future, as depicted in bill and ted

38
Let's Discuss ... / empires: sacrifice
« on: August 09, 2016, 06:55:44 pm »

"i'm totally gonna do it! wooooah this is so cool"


  it can be a bad moneylender, or a bad great hall, or a bad village. but it can also be a better version of those three things if you want it to. probably, a more accurate description is copper and estate trashing that gives money early and can also sort of do alt-vp (imaginably with on-gain type victory points like triumph) and can also be a contingency village. i can't really imagine it being strategy-defining for any of those thing (maybe excepting ruins) so it looks like sacrifice joins count and steward in the category, trashers that accidentally continue to do stuff. sacrifice is pretty much entirely an engine card, like those two (usually).


-other than ruins, what boards make sacrifice a super important thing? will there ever be a time where it's the only village and it works out? (imaginably, something like ironworks and hunting grounds could make that happen)
-do you trash coppers first or estates first? it's a p hard decision, similarly to catapult
-is this the most unsettling item of art yet?

39
Let's Discuss ... / empires: banquet
« on: August 08, 2016, 09:41:39 pm »

"and just for showing up, you all get two coppers! i know you're all thinking, what's this guy getting out of it?


the informal admission that cache kinda sucks. gain a gold is, at best, as good as gain a card costing up to $5, and a somewhat significant part of that value is that the gold can be remodeled to province, which cache can't. this of course turbocharges that whole travelling fair/counting house thing, and anything for which coppers are better than nothing (banquet/duke is tres bien). i would imagine somewhat limited use for this early in engines, considering that borrow isn't always used to get $5s and the drawback for banquet seems to me to be a lot worse. i mean, imagine using it to pick up junk dealer; it doesn't break even in trashing until you play it twice, and some other thing for $3 is probably better than that. that said, if trashing is cheaper than cashing at some point, this could discount some stuff.


-is this the one slog card that empires has? or is it a truly enginorious expansion? or is the slog stuff hiding in the landmarks maybe
-what makes this worth opening with? mountebank, witch, cultist, junk dealer all seem to have the opposite of their desired effect if you banquet them
-is the ideal use for this after trashing, then?

40
Let's Discuss ... / empires: encampment and plunder
« on: August 07, 2016, 05:40:44 pm »

hey you're gonna need a visa to set up this encampment. except they don't make those so you just have to bribe me. and also you don't actually have do bribe me, you just have to demonstrate that you can


i like revealing gold for stuff. it's tactics and also strategy, and also you might or might not be able to get plunder, and conveniently, the one who has the most encampments is also the one most interested in making plunders available. so there tends to be some driving force towards doing that. the card encampment would not be horribly awful if there wasn't a way to keep them, and hey, there's two, that aren't all that distinct but whatever. and plunder is like a monument that is instead a treasure, which is fine. they're both grand, and as a unit i'm not sure if they really push any strategy sort of thing in particular.


-is there any implicit synergy of these two compatriots
-is there ever a time where you completely skip plunder and just pick up a couple golds and all 5 encampments?
-are these two cards exciting?

41
Let's Discuss ... / empires: forum
« on: August 05, 2016, 03:56:00 am »

and over there, you'll find the temple, the brothel, and the curia


  it's us! one might imagine that mr. v thought to himself at some point that he was reminded of this Web site at some point during development but my money is on, no, he totally didn't and only thought of it one time later, then forgot. i mean, it's totally not an interesting card. it's big thing is that it shouldn't be an imposition to buy (except jeez, it costs 5) and that it is never gonna be really beneficial or really deathly. it's nice with tunnel because sometimes you just get three golds and you're like, uh, buy tunnel i guess. and now you can buy tunnel in conjunction with your tunnelthing.
  the weird decision of should i buy this good thing or should i buy the less good thing and also another thing was supposed to end in adventures. i mean, no it wasn't and also nobody wanted it to but jeez, man.


-is it exciting? does a kingdom work because of forum?
-wouldn't it suck if it turned out that it was a good card
-it's us you guys!

42
Let's Discuss ... / empries: ritual
« on: August 03, 2016, 09:06:04 pm »

"you get a curse afterwards, but, as we've learned from centuries of ghost stories, it's that curses are fine as long as they make you successful"


  a pretty important drawback of many bishopy strategies is that they often want to have some big junko card to trash, often gold, and you have to draw them together, which is hard because you have to both have the gold and play the thing that gains it. ritual, uh, alleviates that, kinda? you don't have to draw them specifically but you do get that curse sitting around. that being said, if you don't feel like comparing it to anything, ritual seems pretty good. 1 for 1 money to vp is good, except ritual shifts that down 1 unit and 4 to the right. and also you have to have that extra card that you maybe don't get to use but if it's a victory card or something then who cares. if there is some painless way to trash curses then one could also make the comparison to island—ritual a province, pay an action later to trash the curse and now you have a province out of your deck and 2 extra vp. neat.


-is there an element of ritual that makes it defy comparison to other cards? hopefully yes, free me from this demon of western culture
-what's the deal with this ritual being green? i thought all of the ramping green had were tied to creatures or maybe the weird lands
-how much does ritual's goodness hinge on being able to trash the curse

43
Let's Discuss ... / empires: charm(ed)
« on: August 02, 2016, 10:11:47 pm »

dude, at least you're getting one with the same cost. i have no idea how this thing even works.


it is indeed quite charming. it would seem a bit similar to horn of plenty, with the bonus ability to be a treasure-woodcutter but with the drawback of pretty much never being able to get provinces, or even cards of diverse costs (which you'll want to do quite often with the horn!). in practice, i've found the buy to be quite often unused—doing the bottom thing offers the same amount of card-gaining, and it will often be 'equivalent' to more money. perhaps the most common exception is when you want to buy a province and also another thing, or maybe you just have more money than buys and you want to buy things at two different price points. et cetera.


-how often is its 'differently named' constraint an issue? of course recall that you can buy one thing and have multiple charms gain the same different thing
-do you get excited if you see prince and charm in the kingdom? i do, but then again i also get excited with horn of plenty-and-that's-it
-what reasons have you had for choosing woodcutter? there is a more finite number of possible reasons than it looks initially, insomuch as things can be more finite than other things

44
Let's Discuss ... / empires: villa
« on: August 01, 2016, 08:19:49 pm »


if my house doesn't scream "control the entire world within the next few days" then i don't know what does


whaaat! the rules are melting right in front of our eyes! you're not supposed to be able to play actions anymore after it's your buy phase! ah, but as with everything that has given such an impression in empires, it's not actually that apocalyptic, really. i would say that one somewhat infrequently buys another thing in addition to villa in any given buy phase. however, the fact that you can occasionally do that, in conjunction with the strengths of villa on its own, you'll probably want to pick up a lot more terminal draw when villa is on the table (especially the draw up to somethings!). it profits you two actions when you gain it.


-how readily does this create a superturn?
-how important is its subtle combo with gainers? (workshop can now be played as a villa that gains a villa or something)
-how does its presence affect the order by which you get stuff? does it sort of play like coin of the realm in that way?

45
Let's Discuss ... / empires: engineer
« on: August 01, 2016, 12:38:54 am »

(holding knife to fingertip) i do this for my craft


we've seen a few workshops. the ones that are bounded at $4 tend to want to cost $4 or less. and this one, cough, does cost less than $4. and the trick to this one is that she'll forfeit that patent that she's been working on for the greater good, then retire. or something. you get to make two choices each time! which card do i get, and then do i want to get another one? oh and then there's even that choice of what the second card is. there's the thing where it costs debt instead of the other thing so it can't gain itself, but people know that.


-why does she need to die on her final project? or whatever
-how often will you buy it at less than $4? in order for it to happen (meaningfully) in the opening you need to get either 5/2 or 4/3, and well when do you buy workshops other than that?
-when would you buy this when you wouldn't buy workshop or ironworks or whatever? does the fact that they trash themselves make it okay to pick up a few more?

46




Code: [Select]
Save, Embargo, Lookout, Pirate Ship, Transmogrify, Walled Village, Bandit Camp, Harvest, Altar, Fairgrounds, Possessionhttp://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160723/log.0.1469234490716.txt

it is able to go after provinces, as a contingency thing. because you are a dope and built too long and then picked up three pirate ships, but in fact, it was no error at all!


jimmmmm did, uh, you know, the altar and bandit camp and other stuff strategy and aimed at the provinces. he opened with an embargo that he put on fairgrounds, and i was like, blagh. i did the thing that he did but longer and with pirate ships instead of not those, and they hit a couple good things but not at a particularly opportune time. but oh, they did, because they did provide an opportunity: he had eaten all the duchies with altar, and there were only two provinces left, and also hey 8 fairgrounds. and the fact that they're embargoed means i have one less unique to worry about.
and thus it came to be.


also, save seems to be helpful for bm. that is the case for a lot of stuff that lets you even out turns in terms of money (read: gear and stuff)

47
Let's Discuss ... / empires: capital
« on: July 29, 2016, 06:02:27 pm »

here is my money pile. it has a nice view


i think that this is my favorite empires card. it's the intuitive thing to do with debt; don't let that big $6 fool you. you get an extra buy where all the costs turn red. outside of that, it gives you precisely 0 net money. and it is easy to get fooled by the big $6—i mean, $6 is totally more than 6 debt, they were talking about that on the forums. it'll totally pay itself off. but i mean, this card demonstrates (or rather, should eventually demonstrate) how much better money is this turn than next turn. and well, usually that hasn't been a critical factor in decision making (maybe you have the choice between peddler and two caravan guards? or something) but here we have it. it costs 5 and produces no 'profit' other than its buy, but it lets you get the good stuff sooner, or potentially bunch up your money together.


-is this card subtly dominated by shuffle luck? if you will use it to buy a $4 and a $5 on turn $3, and then pay off the debt turn 4, then it sucks; that's what you would have done anyway, and maybe trashed some stuff or something. but getting it t4 makes your next shuffle something special.
-is it more to bunch money together and buy the expensive stuff or are you just trying to get your stuff a turn sooner?
-am i deceived by the big $6, and in fact the card is too profane for even the greasiest corner of a wet thrift store?

48
Let's Discuss ... / empires: royal blacksmith
« on: July 28, 2016, 06:54:54 pm »

alright i finished your royal dil- heyyyy! did you just bring a copper in!?


it is a bigger version of another card that doesn't like coppers. you probably shouldn't buy it like at all until turn 5ish. but when there is a thing that is super good to play a bunch of asap then royal blacksmith is a strong pill. i would say the difficult thing with this and city quarter is less of what effect it has on your deck (trash your coppers please! for this one of course but also cq) but how do you evaluate that debt, even? like, i can choose to buy this card at any time that i want as long as i don't have any of those dang debts. and there's a weird curve of how good it is by how much money you have—at $7 and $8 (with no buy) it is probably one of the best options but then at $5 and $6 you're sacrificing a particularly good buy this turn and also taking away a stinky amount of money from next turn (you are p likely to end up with like $1 or $2 next turn) buuutt theeennn at $4 it's nice because you have a nice likelihood of getting exactly $0 next turn which is perhaps counter-intuitively a convenient amount of money to have. and there's always the option to buy it at $0, like if you bought something else in addition. and 8 debt is 8 debt, and i'd rather have my deck improve sooner than later, but it seems scary for some reason. and of course the strengths at each cost that i described vary depending on how much money you can make each turn.


-do all monarchies ultimately fail because of their willful ignorance of the usefulness of coppers?
-how often do you buy it at $0? is there some reason that one shouldn't pick up a royal blacksmith or city quarter when one needs it at $0, other than, wow, 8 debt. how am i gonna dig myself out of that hole.
-is this better than embassy or something?

49
Let's Discuss ... / empires: dominate
« on: July 27, 2016, 06:49:09 pm »

they pulverized these natives so hard that all of their victory spewed out


i told my friend who plays magic that there was a superevent that cost 14 big ones, and mentioned that some of the forum people conjectured that it would be something to the effect of gain two provinces. and then once we learned what it actually was he was all like, the gain two provinces thing was more elegant. and i was like no, you dorko. this is cool because it's like another thing after colony that uses the same pile as provinces, incidentally. and also, $14 gain two provinces isn't really that impressive. you would get it pretty often as engine in sort of the same way that you get harem pretty often in the one other strategy. that event rewards you for doing engine by giving you $2 and a buy once you want to get provinces, whereas merchant guild rewards you by giving something like 4 coin tokens each turn more or less indiscriminately (well, less indiscriminately. but still.)
  but the dominate we see printed really makes any strategy that can condense its cash dominate a simple money strategy. 2 dominates and 2 duchies goes even with 6 provinces—that's $34 and 4 junk cards that you get slowly versus $48 and 6 junk cards that you get linearly. what is a lot less clear about it, though, is how it affects engine mirrors. i mean, we already have colony games to compare it with somewhat but i mean dominate is still very much different than that. in a game without alt-vp then i would conjecture that the game proceeds as normal, except you maybe just want to spend more time building. with alt-vp, it is of course just another interesting option. with vineyard, all the sudden buys and gains are more important than money, usually, but then dominate is an option that might be better than that.


-so how interesting is it when it's clearly the way to go? we've learned colony already, is dominate gonna be all that different?
-how strong is the swing towards engine compared to power engine cards, like remake, bridge, border village, etc? or is it possible that you could attempt to pick up a few of them in a money strategy? i've randomly gotten to $14 in e.g. embassy games before
-was it just the one guy holding an axe in some field that they dominated? i don't think that's worth 15 victory points, usually you count how many guys there were at least on each side to determine how much victory there was instead of just total guys

50
Let's Discuss ... / empires: groundskeeper
« on: July 26, 2016, 07:14:30 pm »


grease me up, woman

it only makes sense. it's an alt-vp that doesn't let you sidestep the standard green cards like most do. so hopefully, one way or another, you'll be able to sidestep having them in your deck by having the game be over. and i see that happening much of the time: it's empires now, engines are great, they buy tons of stuff at a time. but, absent an engine, i couldn't really imagine buying groundskeeper would be better than whatever other thing you might be rushing for, even though it does trigger on e.g. ironworks. yet not even that will stop me from starting sentences with conjunctions, you philistines.
  but yeah, it is one of the simpler things to do with vp tokens. they will generally want to reward you for playing action cards, and well monument and goons had strings attached, and don't get me started on the new ones. groundskeeper just sits quietly in a corner somewhere and then waits to pile on the victory points, and quaintly does so in such a way that a stalemate-y situation couldn't really emerge.

-how pure of a soul is this groundskeeper? in terms of design, but also maybe thematically; look at that expression.
-what's the largest spread of turns on which you could imagine getting use from groundskeeper? it's kinda bounded at 8 in engine mirrors unless it is quite the bad engine
-do you usually keep the grounds that you groundskeep, then? as in, do you buy victory cards and then trash them in very many groundskeeper games

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