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Messages - Kahryl

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26
Innovation General Discussion / Re: 4-player way too powerful synergy
« on: June 08, 2013, 05:40:58 pm »
From what I've played of 4-p Innovation it just doesn't work. It's total chaos and complete imbalance all the time. It's amusing but winning is pretty much a matter of chance.

27
Innovation Game Reports / Re: Don't get frustrated
« on: May 26, 2013, 04:30:29 am »
I had one game of Dominion where my luck was so bad, I hit myself in head hard enough I felt it the next morning. Nothing would EVER line up.

In Innovation I've never felt more than a little frustrated. I think it's because nothing can screw you more than once per game. If you have a village/smithy deck in Dominion, every hand can ruin you the same way.. in Innovation, it's just going to be a bunch of little things.

28
Innovation General Discussion / Scoring system feels lopsided
« on: May 18, 2013, 04:16:10 pm »
One thing about innovation that's never felt quite 'right' is the scoring system. To qualify for an achievement you need age * 5 in score. But not only do card points get more valuable as you go up in age, you already have score from previous ages to buffer your score. To qualify for the NEXT achievement you just need 5 points, which gets easier and easier. This makes the score system start to feel really broken somewhere around ages 5-7.

I know the ages are supposed to be get faster paced over time, but the way you score cards becomes more powerful as well as the card values. There's no need to make the score thresholds even smaller compared to card value on top of that.

I wonder if the pacing would feel better if you needed two cards "per age" to score. That is, 2 points for age 1, 2+4 for age 2, 2+4+6 for age three and so on. So it would be like:

Code: [Select]
Age Vanilla New
1 5 2
2 10 6
3 15 12
4 20 20
5 25 30
6 30 42
7 35 56
8 40 72
9 45 90

Do you think the vanilla system's crazy scaling was intentional, or just that it's easier to play by multiplying by 5 in your head rather than looking at some chart?

29
Wow, Writing? Philosophy is the other surprise. People like teching and splaying far too much!

30
Innovation General Discussion / Re: I'm sorry
« on: March 27, 2013, 01:31:29 pm »
Industrialization is a trap. Anytime I or my opponents have spammed it more than twice they've lost. I won my last game because my opponent spammed it until the 9s were low, then I STOLE it from him and forcibly shared it (I only had 2 [factory] icons) to make him run out the 10s thru even more tucking to make a score win for me.

31
I'm surprised a win by score after drawing >10 is so much rarer than wins by achievements.

32
Innovation General Discussion / Re: Trying to make sense of Innovation
« on: March 27, 2013, 01:26:58 pm »
Something that worked in this game: if you seem to be losing, introduce as much randomness and chaos as you can.

Definitely. If I feel stuck I just spam a draw-and-meld, even (especially?) if it's shared. Works surprisingly often

33
I think this is the reason people start to lose games more after they've gotten past the noob level. A noob will spam Coal without even realizing how much he's hurting his icon power, and so grab lots of achievements... a novice will think "no my precious stack/splays! There must be a better way to score" and turn down perfectly viable, if damaging, ways to achieve.

34
Innovation General Discussion / Re: ragequit ethics
« on: March 19, 2013, 09:22:59 pm »
From what I've seen so far (only about 20 games under my belt)

If you're behind in achievements 5-0, you can still win.

If your opponent is 5 ages ahead of you, you can still win.

If your opponent has ridiculous numbers of points and you have 0, you can still win.

If your opponent is wrecking havoc on your board, you can still win.

If your opponent has tucked/splayed a gazillion cards and is solidly ahead of you in every icon category, and you're not in techs 7+ or close to winning by achievements.. you can probably resign. Icon/splay dominance is the only durable "choke hold" this game has. And it's still possible to squirm out of it by finding a shared dogma that will help you but be ruinous to him.

35
I prefer domestication and mysticism.. you win no matter WHAT happens :D

And all the castle symbols mean you don't have to share much..

36
Check again.

There has to be some change in the game state for you to get the sharing bonus.
The most extreme example of this was when I had no cards in my score pile. Someone shared one of those benefits that said, add an 8 to your score pile, and then return a card from your score pile.

I moved an 8 from the top to the bottom of the pile - and he got a sharing bonus!

Ed

If the 8 pile had only 1 card in it when you drew and put it back, would he have gotten the bonus?

37
Something that happened today in four-player:

Myridon's turn 8
Myridon melds Printing Press 4.
Myridon applies the dogma of Printing Press 4.
...[Bulb] effects are shared with Kahryl.
...You return nothing.
...Myridon has no card to return.
...Myridon splays his blue cards right.

Myridon got no draw bonus for sharing. The rules make no mention of the dogma effect actually having to do something to the person sharing it, to trigger the bonus. Is isotropic correct, or is this bug?

38
Innovation General Discussion / Re: tools sadness
« on: March 18, 2013, 09:23:25 pm »
Appropriately, I've screwed up tools three times, and my three friends have screwed it up once each..

39
Innovation Rules Questions / Re: Rules question
« on: March 17, 2013, 04:23:46 pm »
No, we weren't playing the expansion

40
Innovation Rules Questions / Rules question
« on: March 17, 2013, 02:16:37 pm »
Played a bunch of 4-player yesterday with friends. We noticed that the official rules PDF says that a 4 player game should require 4 achievements to win, but isotropic's implementation requires 5 achievements. Is this a bug, or intended, and if intended, why? We made sure we did NOT have the "extra achievement" box checked.

41
Dominion Isotropic / Innovation discussion
« on: March 15, 2013, 09:38:27 pm »
For God's sake help me understand what this is..

42
Dominion Isotropic / Re: Dark Ages on Isotropic?
« on: February 28, 2013, 11:34:45 am »
This thread really hammers home how many players still refuse to play on Goko. The way you guys are talking, it's like Dark Ages was just released!

I'm not trying to criticize, it's just a little jarring. It's like I've been thrown several months back in time.

Yeah, I think for a lot of people the end of Iso will be the end of Dominion for them. The physical game is too cumbersome for my tastes, and Goko has a way too Zynga vibe and I wouldn't be able to play it at work anyway.

43
Dominion Isotropic / Re: Dark Ages on Isotropic?
« on: February 28, 2013, 11:17:03 am »
Too bad I'm at work. My first and probably forever only taste of Dark Ages was using one Counterfit, once, on a silver, and ending up using the extra +buy to buy a silver  :(

44
Dominion Isotropic / Re: Dark Ages on Isotropic?
« on: February 28, 2013, 10:45:17 am »
I like how Isotropic is so smoothly programmed that you can *accidentally* release expansions into the public with no hitch.

45
Dominion General Discussion / Re: Good second cards for Jack BM
« on: February 28, 2013, 10:43:07 am »
I've had really good experiences with JoAT/Inn. It just fits so neatly. You can pretty much spend all your $ from 3-6 every time.

46
If you're going for a Duchy rush (..or.. estate  :o), then copper is a GOOD card and trashing them is slightly counterproductive. That would mean all Moneylender is, is a generic terminal silver (since the +$3 it gives you includes the value of the copper you would have gotten to play). Cutpurse meanwhile is a +$2 to you and a -$1 to the enemy. Both of these assume that they'll hit, though.. Cutpurse is better again, since it gives you its +$2 no matter what, and its copper matching has 5 chances to work instead of 4.

Also, in general, I find that Cutpurse is by far the most infuriating when I'm aiming for $5, which seems to be the case here.

47
Variants and Fan Cards / Re: Iron Maiden (an Iron family attack)
« on: January 29, 2013, 02:00:46 pm »
This card is a bit weak. Compare to Witch. If your opponent reveals a victory card (the best result), this is just like witch except you get a $3 card instead of +2cards.

If you look at the Knight(?) stack bonuses in Dark Ages, +2cards and "gain a $3" are about the same value. So at BEST this is just as good as a witch (except in the rare case the enemy reveals a hybrid card).

IMO, great card but bump the gain to $4.

48
Smugglers  :'(

49
Develop

Black Market

Scheme

I just can't help using these guys even when the board makes no sense for them.

50
Game Reports / Re: Why "playing around" is worth it
« on: December 14, 2012, 02:51:11 pm »
"Estate as Apprentice fuel" is a fallacy though. It costs you 2 cards and 1 action point to gain.. 2 cards and 1 action point. The hand you end up with is exactly the same as if you hadn't had Estate or Apprentice at all. Estate is still a good target for Apprentice in order to get RID of Estates, but buying Estates to target is just spinning your wheels.

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