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Messages - pst

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26
I'll say the same thing which I said when you asked before. Just bring your cards, mix them, and play with a random setup. That's showing what Dominion is.
Depending on the players you can choose to pass by some cards because you don't want to introduce too many new concepts at once, for example skip Night cards if there are already many new things to learn from previously chosen cards.

Don't play with a kingdom you have selected that "shows off" what you want to show off. That will probably mean a kingdom where you can show off that the strategy you had thought would be the best when you selected this kingdom is better than what your friends can think of at the moment. What you were describing in a previous thread was that you made your friends compare Dominion-with-a-particular-kingdom with other games. Dominion-with-a-particular-kingdom can be a good game, maybe Dominion-with-kingdom-43314432 is really good, but it still can have a hard time being compared to some other games. You would probably get tired of playing Dominion-with-kingdom-43314432 before you got tired of playing Game X (one of your friends' favourite game), and you don't want your friends to make that comparison.

So don't try to show off Dominion-with-kingdom-43314432, try to show off Dominion instead. That's the really really great game that you want them to experince. So do the random kingdom at the table when they are there. They can see how it's done. They can hear you say that "hm, maybe we'll skip Night cards" and get to say "no, that sounds interesting, bring it on!". They know that you haven't thought about this particular kingdom in advance. They really grok that everything could have been different. And the very next game it is.



27
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 04, 2019, 01:58:26 pm »
Challenge #46 - But It Wasn’t Even Your Turn, my submission.



Quote
Royal Pardon, Action - Reserve - Reaction, $4

After testing it in play I've changed it so that it doesn't care about costs of cards to trash. It is actually a feature that it can put a couple of Provinces in the trash that then can be brought back, so that shouldn't be avoided.

28
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 01, 2019, 05:37:33 pm »
Challenge #46 - But It Wasn’t Even Your Turn, my submission.



Quote
Royal Pardon, Action - Reserve - Reaction, $4

Trash the top card of each supply pile with 3 to 7 cards. Put this on your Tavern mat.

When a supply pile is emptied, you may discard this from your hand or your Tavern mat. If you do, name a card in the trash that you haven’t named with Royal Pardon before, then return all cards with that name from the trash to the supply.

FAQ:
  • A supply pile can be emptied at least by someone gaining the last card, trashing it, or setting it aside (with Inheritance).
  • If several players want to react to a pile being emptied the normal priority order is followed and maybe there is no card left to name for a later player.
  • You may name a card in the trash that doesn't come from the supply (if you haven't named it before), for example Spoils or Princess. Then no cards are returned to the supply. For piles with differently named cards they may end up in a different order when being returned to the supply (as with Ambassador).

You can get a lot of money early to buy expensive things you want, like King's Court or Platinum, and later it will almost surely be enough for a Province, giving even more money than Death Cart, but it's almost a one-shot. Then at the end of the game it can affect the endgame both by making it harder to three-pile and to maybe return Provinces when its pile is emptied. It trashes "popular" cards when played to make it more often piles are emptied and to put some interesting stuff in the trash that can be returned. The "if you haven't named it before" condition is to avoid loops. Yes, the Curses can be brought back several times, but only once per player.

[Edit October 4: Changed which cards are trashed when Royal Pardon is played to care about number of cards but not about cost. Old version is here.]

29
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2019, 11:06:24 am »
Witching Hour and Double Shift have an interesting property that makes them different from Outpost and Mission... Outpost and Mission prevent the extra turn with a very explicit "if the previous turn wasn't yours". Witching Hour and Double Shift both instead prevent it by only granting an extra turn under certain circumstances and making those circumstances impossible to happen on their own extra turn.

The upshot of this is that if you have a game with both Witching Hour and Double Shift (or any 2 cards that use a similar mechanism for preventing infinite turns), you can get infinite turns by alternating the two cards.

I don't think it's a problem, since as you wrote later, "both cards were designed in a world where no other card exists that causes the problem". Also, to actually be infinite turns with both of these you need not only to gain an expensive Victory card each other turn, but also to return it to the supply in time before depleting those piles ends the game!

30
yeah, maybe we should replay the same basic setup and I should try Big money to show a different strategy.

I really advise against replaying the same board, maybe unless those new players explicitly say they want to try the same board because of something they thought of afterwards, but even then switch in a couple of "new" cards instead of cards that are not part of what they want to try next.

You wrote in your original post that those players were not enthralled with the game and thought it was a bit monotonous. Being always different is a big part of what Dominion is and what it is best at! If you think you only have a few games to show it to them before they have formed their opinion, then don't waste that time with games that don't show off that variance.

31
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2019, 02:52:47 am »
Challenge #44: Extra! Extra!
There are only 4 cards that give extra turns so far (Possession, Outpost, Mission, and Fleet). Design another card that gives an extra turn.


Double Shift
Project, $5
After one of your turns in which you gain a Victory card costing more than $5 you get an extra turn. During that extra turn, whenever you would gain a Victory card, instead gain nothing.

A project that isn't interesting until you've started greening, and doesn't help you (directly) with that greening, but still let's you continue to improve your deck so that you can start getting Provinces earlier.

Besides Province the existing Victory cards costing more than $5 are Colony, some Castles, Harem, Nobles, Fairgrounds and Farmland, and they will all result in a bit different Double Shift games. (This could be a welcome big boost for Harem!)

32
Hence, what kingdom would you recommend to experienced card games players (including deck builders)

Just take all cards you have and make a random Kingdom from it. Then a new random Kingdom for the next game, etc.


33
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 06, 2019, 06:25:20 pm »
Challenge #43: Design a card (or card-shaped thing) that involves revealing your hand




Confessional (Action, $4)
+$2
Reval your hand. If one of the revealed cards costs less than all the others, trash that card, and then +2 Cards and +2 Actions.

As for Menagerie the revealing is to show if you are to get the fun or the boring result of the card, but also to show which card to trash in the former case. It can be used to get rid of starting deck cards and other bad stuff, but without some support like something that discards, it doesn't hit a single card that often in the beginning. It can also be used to get things rolling by sacrificing better cards. I even trashed a Vampire with it late in a game where this was tested. It is sometimes very good, but often you just get a boring terminal $2, and sometimes you don't even want to play it at all.

It sounds like this would be very difficult to get it to work... you almost have to have exactly a single Copper in hand when you play it. Or a single Estate with no Coppers. Both of those situations are going to be pretty rare. It could be strong when combined with cards like Hamlet or Warehouse; but you basically have to have a card like that with it. Most of the time when you play this, it will just be a terminal Silver; and occasionally it will just be a dead card because you don't want to play it as it would force you to trash a good card.

The reason I think it works (it has when I've tried it, although I certainly need to test it more) is that it offers both trashing and a good effect. If you don't have any other trashing you welcome what you get, so it's worth betting. And if you have other trashing, that will help Confessional and you will get the good effect more often. For example just trashing a couple of Coppers with Moneylender will make Confessional much better in finding the rest of them, finding Estates, and maybe eventually also get rid of the Moneylender when that has become deadweight. Also, in most cases where you don't want to play it because you have only good cards, those good cards include other Action cards that you want to play instead anyway.

34
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 05, 2019, 03:06:20 pm »
Challenge #43: Design a card (or card-shaped thing) that involves revealing your hand




Confessional (Action, $4)
+$2
Reval your hand. If one of the revealed cards costs less than all the others, trash that card, and then +2 Cards and +2 Actions.

As for Menagerie the revealing is to show if you are to get the fun or the boring result of the card, but also to show which card to trash in the former case. It can be used to get rid of starting deck cards and other bad stuff, but without some support like something that discards, it doesn't hit a single card that often in the beginning. It can also be used to get things rolling by sacrificing better cards. I even trashed a Vampire with it late in a game where this was tested. It is sometimes very good, but often you just get a boring terminal $2, and sometimes you don't even want to play it at all.


35
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2019, 06:24:02 pm »


Inherited Lands
Project, $10
At the start of your turn, you may discard a Victory card to gain a Duchy.

Get a whole bunch of Duchies for the price of two! If that's what you really want.

I think this is too expensive. Keep in mind that you first you have to spend a turn buying this instead of a Duchy, then you can only gain one if you happen to have a Victory card in your 5-card hand.

Hm, maybe so. Actually I first had it without discarding Victory cards, but just automatic gains for the same price.

36
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 05:40:46 am »


Inherited Lands
Project, $10
At the start of your turn, you may discard a Victory card to gain a Duchy.

Get a whole bunch of Duchies for the price of two! If that's what you really want.

37
Dominion FAQ / Re: Upgrading to Silver or Gold?
« on: August 29, 2019, 01:31:37 am »
I would more often than not upgrade Silver to Gold, because one good turn is often better than two mediocre turns, and the Gold might give you good turns.

38
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2019, 04:23:13 pm »


Polymath
Action, $3
The player to your left selects a non-Duration Action card from the Supply that you haven't played this turn. Play that, leaving it there.
I was really intrigued by this card, as it's a real awesome type of player interaction that I've explored in my own designs. I found that cards like this either need a fall-back or some other benefit (like +1 action) to work. Notice how delegate provides some additional benefit (if it misses, it gives +2 cards). I think cards like this need some small extra benefit to be more interesting (even if it's an on-gain benefit). I wanted this to be good, but I looked at 5 of the last Kingdom of the week on the dominion subreddits, and only 1 of those I would even entertain buying this. And I probably wouldn't even buy it then. It's too often incredible weak, and, it's pretty difficult to make it strong-- you have to play a lot of good cards in order to play lots of actions, and in that case, you've played lots of actions but there aren't many good ones left for polymath.

I wouldn't like +1 Action, because when I tried it it was a big consideration if the player would need more actions or not. Walled Village had become a popular early choice for Polymath, being a not very great card on our board, but then you could play Polymath first from a hand with Polymath and two good terminal actions, instead of just choosing one of the terminals. So maybe better not give out the action. Mind games!

But I think an on-gain benefit would be good!

39
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 22, 2019, 04:09:55 pm »
CHALLENGE #41 - DOMINION IS NOT SOLITAIRE

My contribution:



Polymath
Action, $3
The player to your left selects a non-Duration Action card from the Supply that you haven't played this turn. Play that, leaving it there.

It uses the same mechanics as Captain for playing a card from the supply. On most boards there are action cards you probably are not interested in playing, like a Ruins or something that doesn't work that well from the supply, like Royal Carriage (just gives a new action). But by playing several of these, of first playing the cheap cards yourself you can get the effects of the Good Cards for a cheaper price (although maybe not the ones you like).

Tracking might be an issue. Necromancer has the cards turn over so that you can tell which ones have already been played this turn; and that generally has a much smaller card pool to remember from than this. So you might need a similar turn upside down wording.

When I've tried it tracking was not a big problem.  We would remember what the previous Polymaths had done, and when there were many, which options were not chosen last time. We had to watch out for other played cards that had left the play area though. But all in all I don't think it was a bigger problem than remembering what options there are for Smuggler. I bit more complicated, but closer in time.

40
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2019, 02:19:42 pm »
CHALLENGE #41 - DOMINION IS NOT SOLITAIRE

My contribution:



Polymath
Action, $3
The player to your left selects a non-Duration Action card from the Supply that you haven't played this turn. Play that, leaving it there.

It uses the same mechanics as Captain for playing a card from the supply. On most boards there are action cards you probably are not interested in playing, like a Ruins or something that doesn't work that well from the supply, like Royal Carriage (just gives a new action). But by playing several of these, of first playing the cheap cards yourself you can get the effects of the Good Cards for a cheaper price (although maybe not the ones you like).



41
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 01:19:08 pm »
Dragon Fight by pst
Dragon Fight*: Really interesting concept. I can imagine how intense going though this process would be. Like fighting a real dragon maybe! It really makes use of the Prizes $0 cost. The more Prizes you have, the less cards you have to win the fight. Albeit Prizes can be used for Copper. Trashing all of your cards might be rough, but I can also see where it could be used as a trasher.

I tried it in three games, and it was actually really exciting in two of them. (In one of them it never came up.) Sometimes we had sure wins with enough cards of all kinds in hand/play, but most of the time some luck was needed. In one of the games Prince was on the board, so there was always the risk of it coming up which usually meant failure.

Note that you can always opt not to risk a card you want to keep, but chicken out instead, and only set aside really good cards for the final blow if you are still in the fight.

42
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2019, 01:12:30 pm »
The only other thing I could think of that would get you the kinds of things that Prizes are (like the hand of the princess) is to defeat a dragon!
So here is an Event to fight the unfriendly neighbourhood dragon. You don't need any money to try it, but you need to be resourceful with lots of different cards to have a reasonable chance. And it's dangerous! You can lose good stuff if you lose the fight, and may opt to abort the mission early if it seems too risky, even when you could continue.

The rules for the fight are somewhat wordy (so I put them on a mat), but the concept is actually rather simple. You have to match 4 cards, not as exact matches (by name), but as matches by cost. This can be harder or easier depending on the cost spread in the kingdom. (And cost reduction can help you by bringing down several cards to $0.)



FAQ:
  • What's that about putting the revealed dragon card on the bottom? – It's because it's theoretically possible to have a Dragon deck with only 3 cards (Copper, Silver, Gold).
  • So you could set aside and therefore trash or discard duration cards that are not "done", like for example a Haven with a card under it. – Yes, just deal with that normally, even though the reminder is gone.




43
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 04, 2019, 06:29:49 pm »
I think it means "if you gain, play, or trash this in your action phase +2 actions, if you gain or trash (when would you play it?) outside of your action phase, +1 coffers."

For example with Scepter.

44
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 04, 2019, 01:56:11 am »
My entry is a very simple village. You need more of these than of regular Villages to draw lots of cards together with a Smithy or similar card, since you need to play V-S-V-S and never V-V-S-S to still have an action left.



Calm Village
Action
$2
+1 Card
You have exactly 2 Actions

45
Dominion Online at Shuffle iT / Re: Domain gone
« on: April 05, 2019, 05:04:30 pm »
With the error being a DNS problem, maybe it actually connected to the wrong site, which of course made the TLS fail.

Yes, that's it! When I had this problem dominion.games pointed to 46.21.233.72. Not it points to 83.217.82.91, and all is fine.

46
Dominion Online at Shuffle iT / Re: Domain gone
« on: April 05, 2019, 04:32:28 am »
I can't read the error message, but if you try to connect with http*s* the errorbehavior  seems totally different.

You can't connect to https at all. It doesn't answer on that port.

47
Dominion Online at Shuffle iT / Domain gone
« on: April 05, 2019, 04:13:13 am »
So now http://www.dominion.games/ has just a message in Dutch about the domain not being available.

48
Dominion Online at Shuffle iT / Re: Missing auto-plays
« on: November 08, 2018, 03:03:39 am »
Autoplay Workshop/Gardens on suitable boards.

49
Dominion Online at Shuffle iT / Re: Who played game #20,000,000?
« on: November 07, 2018, 03:02:11 am »
I was just playing online, trying out Renaissance, when I noticed this:

Joining game #19999867 on tokyo.
Joining game #20000570 on tokyo.

Twenty million games played on ShIT, it seems :) Who was the lucky person to hit 20M exactly?

I guess Lord Rattington got to play that game. He always has luck like that!

50
Keep in mind that the value of Poor House goes down as you get more, because they're all treasures. Two can be good but the third is just a Silver, and the fourth is a Copper.

Yeah, but the difference is you could play your Poor Houses after all your other Treasures. With a $5/$2 opening and good shuffling luck, you could literally buy a Province on your third turn.

The difference between what you are saying and what? Buying a Province on your third turn is no big deal. You can do that for example with Death Cart (alone, no combo needed) and some shuffle luck if you want to.

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