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Messages - Kahryl

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1
Innovation General Discussion / Re: Bug Report
« on: September 02, 2014, 11:10:35 am »
Stethoscope is notorious for this. Let me guess, you didn't have a blue or yellow card to meld from your hand?

2
Innovation Rules Questions / Re: Does Ximen Bao give you History?
« on: August 28, 2014, 11:33:14 am »
Huh. That is a great question.

3
Quite weird that a card would exclude itself with the one-karma rule. This doesn't look right.

4
I still think he's better than Margaret Thatcher who seems to be the worst 10 figure. But yeah. For Yunus you need to be either lucky or have a large hand.. and then you end up with -1 card and your opponent ends up with +1 card, AND he'll probably benefit more from the dogma than you do, or he wouldn't use it to begin with. Plus the cards you're giving your opponent are figures, which tend to shrug off icon dominance, so you're handing your opponent ways to counter Yunus

5
Wow. Never used Yunus, but read his card many times. I would NEVER had guessed the icon of the discard matters. "you have the sole majority in its featured icon until the end of the action." - "its" is ambiguous and looks like it refers to the opponent's dogma.

6
Innovation Rules Questions / Re: Does Draw and X count as Drawing?
« on: July 15, 2014, 12:42:21 am »
"Another question, does those draw and X active Champlain karma if you have exactly 4 cards in your hand?"

No, because you're not drawing it "into your hand".

"Also, is Antonie van Leeuwenhoek's karma negative? It reads as if it makes the achievement more expensive..."

No. Each card in hand counts as ten points "towards" the cost of achievements, not "added to" the cost of achievements.

"EDIT: on Bartholomew Roberts: it says ignore the age requirement, so the score requirement is still needed?"

Yes.

7
Innovation General Discussion / Re: No Place Like Home rule change
« on: July 13, 2014, 09:28:05 pm »
A move for the better, IMO. Anything to make cities games less crazy.

I still think cities make the games too spammy though. IMO the endorsement should, instead of giving you a double-dogma for 1 action, give you a single-dogma for 0 actions. And then both that city and that dogma can't be used for the rest of the turn. That would push more variety into actions rather than endorse, industry, industry, industry.

8
Goko Dominion Online / Re: First ever online gaming better than Goko?
« on: November 30, 2013, 10:22:02 am »
I'm pretty sure my first ever online gaming was Dragon's Gate, a text-based MUD that used to be on AOL a decade and a half ago. Cost $2 AN HOUR to play.

I created a dragon character and started wandering around lost. A female dragon character belonging to another player (at this point I was amazed and dazzled that it was actually ANOTHER PERSON behind her) kept running up to me and tackling me to the ground, then dashing off.

She did this for half an hour and I couldn't do anything. Later on she claimed this is how dragons flirt.

Still a better experience than Goko.

9
Innovation General Discussion / Re: Rule Change Proposal: Drawing Beyond 10
« on: November 30, 2013, 09:44:46 am »
The real reason Almanac is overpowered is because of the Echoes rule change for drawing.

It used to be that you would use one mixed deck of Echoes/Base cards and draw from that deck. But it proved an unbearable amount of setup to count out the proper mix of 10 decks AND shuffle them.

Under those rules, Almanac (and Watermill.. and Industrialization..) could not be set up to draw an Echoes card every time.

But now, you can, because Almanac (and Watermill.. and Industrialization..) consume the cards you draw, so you just spam them once you're set up to draw Echoes.

How about this for a rule change: the SECOND card you draw in your turn is an Echoes card. The first is base, the third is base, the fourth is base, etc.

Unfortunately this, unlike the current draw rule, requires memory.

10
Innovation General Discussion / Re: Rule Change Proposal: Drawing Beyond 10
« on: November 26, 2013, 02:57:26 pm »
Agree with this change. Although by itself, it doesn't really fix how messed up Almanac and Measurement are..

11
BAN TROLLAND HILL

RUINS EVERY GAME HE APPEARS IN

12
Innovation Game Reports / Re: Help! Annihilated 1-6
« on: October 22, 2013, 10:07:31 am »
Given how easy it is to start + play games on isotropic, many of the players here have played hundreds of games. Don't feel bad about being slaughtered!

13
I notice that "scoring" a card is valued at about the same as "melding" one when it comes to dogma effects. Compare Agriculture vs. Math, or Experimentation vs. Machine Tools. And so often scoring in games seem to come in huge sudden lumps, when a "good" scoring card finally lines up. So what if it were possible to score mildly without any special luck? Would this improve, worsen the game?

14
Innovation General Discussion / Re: Cities! :O
« on: September 28, 2013, 02:57:10 am »
As much as I dislike the new achievements, they pass the most important test: you can't get them by spamming Industrialization :P

15
Innovation General Discussion / Re: Cities! :O
« on: September 26, 2013, 11:59:42 am »
"Whenever you score a card, you may return a card from your hand and draw a city of that value."
"Whenever you draw a card while you have exactly 3 cards in hand, you draw a city" (really nice for letting an Agriculture or Oars opener catch up with a Sailing opener.  Wheel would seem to benefit a lot, but it's actually not so much, wheel-meld-meld-wheel-meld-meld won't churn out cities as fast as draw-meld-draw-meld"

I like both of these a lot. Especially the scoring one; scoring just seems almost pointless in the cities xpac.

Plus one often struggles to find a reason to score if they are very behind in score.

AND this gives a reason to keep cards in your hand. One thing that thematically bugs me about Innovation is that your hand is not treated as a consistent reserve tank for surprise moves, but more like half-swallowed food to be gotten rid of as fast as possible.

16
Innovation General Discussion / Re: Cities! :O
« on: September 24, 2013, 12:59:35 pm »
"Draw when you splay" makes splaying too good
[...]
IMO keep the rule like it is unless someone has a better idea.
Does it mean you are fine with "splaying too good"?

No but I think it's the least bad option.

Hmm. I wonder if perhaps a slightly rarer city event would be better. Like "draw a city when you tech up" (i.e. meld a card whose value is higher than any top card on your board).

..except, again, this is basically telling the player "tech up whenever you can!"

I think the real problem here is that cities is the first expansion that ADDS draw events instead of replaces them. You drew an echoes or figures card when you would normally draw a base. But you draw cities when you normally would not draw any card.

17
Innovation General Discussion / Re: Cities! :O
« on: September 24, 2013, 09:25:26 am »
"Draw when you splay" makes splaying too good
"Draw when someone else splays" makes splaying too bad
"Draw when anyone splays" would create too many cities
"Draw when the guy to your left splays" would still make splaying too bad (depending on what other xpacs you're playing)

IMO keep the rule like it is unless someone has a better idea. Cities might be too strong, but at least they're FUN.

18
with the current rule,the player who draws dublin instantly gains 3 achievement (white flag achievement,splay right achievement and of course the flag itself) there is no card in the game with the same amount of achievement power and that includes high level figures

Alfred Nobel has just as much achievement power.  Winning in three icons is about as easy as having the most visible cards of whatever color Dublin is.

Even worse: Roland hill.

19
"If you Endorse and have the choice between 4 dogmas" may also be nice.
This is the best idea for a cities achievement yet, very thematic. I like achievements that encourage you to do something fun that would normally be too impractical to set up. In fact maybe that should be the basis for judging them. Setting up Monument: fun. Empire: not so much. History: fun. Heritage: Meh.

20
It would be nice if there was a one-like description of the last server update's effects or something in the main lobby.

But we are beta testing. Unpredictability is part of the fun!

21
More thought really needs to be put into the achievements, for sure. For one thing, they are (again) too easy to get. Achievements should be an accomplishment! They should require luck or planning or clever inspiration. I blinked when I got an achieve for using a left-splay icon. I was like, I was going to do that anyway! These are like Steam achievements, just giving you a pile of them for playing the game normally.

How about..

..an achievement if you draw three cities in a single turn
..an achievement if all of your top cards are cities
..if city B endorses city A, you can achieve city A if you meet the score requirements

..but perhaps more thought than just "interesting achievements" should be put into this. Achievements are there not to look nifty but to direct the course of the game. Previous expansions tailored achievements to the way that expansion wanted the game to work out.

..The vanilla specials was split about half between "building and expanding" (Monument, Wonder) and "tech rush" (Universe, World), along with the score/basic achievement system that rewarded balancing building (scoring) with techup.
..The echoes specials seemed to be focused on building up your stacks and splaying them, since that strategy was a bit too weak in vanilla
..The figures specials had a whole different dynamic that was integral to how figures worked
..but the cities are just more of the same?

What does the cities expansion want to do to the metagame? What corrections or improvements or changes does it want to make? The achievements should be tailored to that.

22
Innovation Articles / Re: Echoes Guide
« on: September 10, 2013, 04:35:00 pm »
This is a really good primer on the echoes cards, I don't feel like I'm completely lost and blinking every time they're melded or drawn now!

23
Innovation General Discussion / Re: Cities! :O
« on: September 10, 2013, 12:34:06 pm »


I do kind of like the idea of "available endorsement actions == # of top cities".  It trades action flexibility for the ability to pump up icons / hand.  But that definitely needs to combine with something other than standard actions; using it tuck cards or draw more cities seems okay, but getting to dogma 5 times then take two more actions seem silly.  What if endorsement action were a choice between "draw a city of the same age" or "return a card with shared color/icons to double the icon values of this city for this turn"?

You wouldn't get to have 5 endorsements plus 2 actions because under my proposed rule, whenever you endorse a dogma, you lock out both that city and the endorsed card for the rest of the turn.
At best, you'll be able to match 2 different cities with 2 different dogmas, and that will lock out all but your 5th stack - unless you drew and melded or something with the endorsed dogmas, and melded new dogmas that had not been locked out.

But yeah, having one endorse per turn would be fine, too. The main point of my suggestion is that an endorsement would give you 1 use of the dogma at the cost of 0 actions, instead of 2 uses for the cost of 1 action, and lock out the dogma so you can't end up using it 3 (or even 2) times that turn. You've turned over the production of that dogma to the city - you don't have to manage it yourself, but you also can't rush it.

24
Innovation General Discussion / Re: Cities! :O
« on: September 09, 2013, 01:26:20 pm »
So there's no question that cities distorts the game WAY more than the other two expansions.

I've been playing games with all three expansions recently, and I barely even notice the presence of echoes and figures cards.

There's just no time for them. I need to spam cities! Splays! Endorsements! Faster, faster!

Achievements? Sure, grab them if they're available. But if you dominate icons they'll just come rolling in anyway.

You might say that icons deserve this moment. After all they used to be a noob trap. In the base game, most of the games where I'm being icon-dominated are the games that I win, because I'm spending energy scoring and achieving while my opponent is busy making his board pretty.

So maybe this isn't a bad thing. But I REALLY think endorsements need to be toned down and redesigned. Their spamminess just gets tiresome. They encourage using the same dogma over and over instead of diversifying your tactics.

How about this: When I endorse a dogma, I use it ONCE, as a FREE action, and then cannot use it again that turn. For example, I can endorse Fermenting, which activates it ONCE, and then take two more actions, neither of which are endorsements or Fermenting-activation. (Similarily, if the first thing I do in a turn is make a basic Fermenting action, I can't then endorse Fermenting).  Conceptually, your city has taken over the production of that dogma, giving you, the emperor, freedom to turn to other matters. They'd sort of be the "planeswalker" cards of this game. In fact, it would be cool if you could have two different cities each endorsing two different dogmas, and then still having two actions left.. although they'd probably just be drawing or melding, since you've already "locked out" four of your five stacks.

So cities give you just as much efficiency but force you to use more than one dogma. You can't just have 4 cities plus Industrialization.

Or as a radically different idea, endorsement could be: "Tuck or meld a card from your hand whose featured icon matches an icon of the city. Execute the dogma of that card." Anything to stop the double-spam.

Also, I like the idea some other fellow had about changing the icon achievements to "have 10 more than your opponent" rather than "have at least 10 plus double". That'll make it a little harder to reach that threshold.

25
Innovation General Discussion / Re: Base "popped": fan expansion
« on: September 03, 2013, 05:36:21 pm »
Really nice expansion. Variety and balance, more or less. Some critique on particular cards..

Staff: If I choose tower, draw feudalism, choose crown, draw optics, choose factories, draw colonialism, choose leaf, draw anatomy, choose bulb, draw experimentation, choose clock, draw navigation.. do I win the game? I CHOSE all six icons, but only matched five of them.

All these age 1 draw-and-scorers can get REALLY strong, you know. Canoe, for example, is basically an age 1 machine tools with a nice icon kick at the start.

Assimilation: Really freaky. I love how you made this the same color as Machinery. I like a card that is potentially crazy but isn't easy to instant-win combo.

Clans: I have four cards in hand, all Age2. I choose a value (4), and meld all my cards. Do I draw an Age3 or Age5 card? If it's Age3, what if the cards I melded hadn't all had the same age? If it's Age5, that's insane. You can jump to age 10 just by getting 9 cards in hand and having Clans melded. That's EASY.

Pharmacology: Seems really weak. At least reverse the order of the two dogmas so you have a bit of an easier time making an Age4 your top card.

Relics: I'm not sure, but this seems really nuts. Maybe I just play too many expansions and with too many people. I'd change "one higher than" to "equal to" so that it doesn't break the game TOO easily. Even if players are behind on achievements, it's a draw and meld and will probably burn through the dregs of the earlier ages pretty fast.

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