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Messages - MatthewCA

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26
I feel like Grand Market should be top 10, but seeing what's ahead of it on the list, I really can't argue.

27
Having gained IGG, it might be simpler to use it as a source of Copper to throw at your opponent, rather than hurling IGG at them followed by the Curse you receive as a result?

It just seems like too much opportunity cost to be worth it. Yes, you're keeping the Ambassador useful by gaining coppers, but you're also making your deck worse, and having to spend time Ambassadoring the coppers away. Buy the IGG, curse your opponent, then Remodel it, or trash it.

28
As a whole, it looks like Adventures did quite well in this half of the list. Also, Watchtower down 10 places? Did I just read that right.

29
Dominion General Discussion / Re: Dominion sightings
« on: January 05, 2018, 02:27:09 pm »
I saw the box for Guilds on the shelf in the background in the first season of Superstore. Can't remember which episode specifically.

30
Dominion General Discussion / Re: The more I read the worse I get?
« on: January 05, 2018, 12:03:54 pm »
The best broad advice is learned so quickly in Dominion, that by the time people reach the the second or third plateau described in the article, most players have it figured out. I think people get frustrated by losing games. This is because most people here are playing because they have fun winning. Winning is fun but, understanding why you lost and enjoying the game despite the loss will keep you playing until you get to the next plateau. This is compounded by the fact that it can be hard to see why you lost in Dominion sometimes if you don't know the ins and outs of the game. It's easy to blame a card instead of seeing that you chose the wrong strategy.

 My first IRL game with Adventures, My brother stumbled into Treasure Trove Magpie, while I tried to use Bridge Troll to get Hirelings cheap and draw my deck before my first action. He crushed me, but that was the first time I understood that it wasn't because the cards i was going for were bad cards, it just wasn't the best option on that board. You'll get better. It's just gonna be hard.

31
Rules Questions / Re: Pay order mechanics
« on: December 27, 2017, 12:32:43 pm »
So as right now there are no effects that kick in as you spend money to pay for a card buy, it does not matter whether you will pay 1 coin then 1 potion then 2 coin then 3 coin and then 5 debt and then 4,5 and 6 coins - there is no order by which we must spend our money?

The way I understand it is all treasure you play (coins and potion) go into a "pool". Once you are done playing treasure cards, and adding treasure you got from Action cards, and coin tokens, you choose to buy a card (or more if you have more than one buy) then that amount of treasure gets subtracted from your "pool". Then any "on buy" effects happen. Taking debt happens here by my understanding. It doesn't matter if the debt is in the cost of the card, or if the debt is there as a result of the event Tax. So to answer your question, you "spend" everything you need to to buy a card at the same time. The order does not matter because you already have all the coins and potions before you buy cards. (I'm using the term pool because I can't think of what else to call this concept) Borrow is an exception, an event that you buy that gives one coin and another buy with which to use that coin is the only example I can think of right now that gives treasure after you buy it, so that's the flaw with this example I can think of.

Welcome to the forum btw, if you need more rules help, I suggest checking the wiki here http://wiki.dominionstrategy.com/index.php/Main_Page

Or download Jeebus's rules document.

32
Dominion General Discussion / Re: "I couldn't help myself"
« on: December 13, 2017, 09:09:15 am »
I will always go for hireling if it's in the kingdom. Its as sure as death and taxes.

Is there a reason you always go for Tax?

Well, when Tax is on the board, the starting taxes are pretty sure.

Not really sure where you are from, but in the U.S. we have saying. "The only certain things in life are death and taxes." I was trying to make a joke like this saying that I go for Hireling when it's on the board because it worked really well for me once.

33
Dominion General Discussion / Re: "I couldn't help myself"
« on: December 11, 2017, 08:50:13 am »
Double Witch is a powerful BM strategy because Witch is sufficiently powerful, Double Jack is a powerful BM strategy, because Jack is sufficiently powerful, and Double Margrave is a powerful BM strategy, for the same reason.  I've heard around that Tactician is more powerful than any of those cards.  And Tactician can meaningfully be played as your only terminal for the term.  Therefore, Double Tactician is a powerful BM strategy.

Logic checks out.  Also, all men are Aristotle.

And all f.dsers are Wandering Winder.

And if Wandering Winder is a man, Wandering Winder is Aristotle.

And if Wandering Winder is Aristotle, all f.dsers are Aristotle.

Even the women?

I will always go for hireling if it's in the kingdom. Its as sure as death and taxes.

34
Rules Questions / Re: Tragic Hero/Necromancer
« on: November 22, 2017, 09:10:25 am »
By my interpretation, gaining a treasure is not contingent on trashing the card. Therefore, I think you'd still gain a treasure card from playing Necromancer as a trashed Tragic Hero. If Tragic Hero said "trash this, if you did..." the treasure gain would only work if you actually trash the card. The key phrase is "if you did". Tragic Hero does not have that phrase.

EDIT: previous post is correct, the card does not re-trash itself because it can't do that.

35
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 09, 2017, 12:18:12 pm »
Speaking speculativly, I don't see Alchemy making it to 2nd edition at all. Donald has said on several occasions that he has better things to do than work on the least popular Dominion expansion. Unless he hands off control of the game to another designer (an even less likely scenario) I just don't see it happening. Honestly, I'm saddened more by the removal of Coppersmith than Possession. There's just too much rules weirdness with Possession.

36
Dominion General Discussion / Re: Dominion Nocturne: Night Cards PSA
« on: November 02, 2017, 01:28:20 pm »
With all the new types of cards in Nocturne, I'm seeing some serious synergy with Courtier, specifically Werewolf.

Don't try to court a Werewolf. It will end badly.

I shouldn't need to. If I need something to count I'll just head out to the Pasture and count sheep.

37
Dominion General Discussion / Re: Dominion Nocturne: Night Cards PSA
« on: November 02, 2017, 12:16:34 pm »
With all the new types of cards in Nocturne, I'm seeing some serious synergy with Courtier, specifically Werewolf.

38
Dominion General Discussion / Re: Reminder tokens?
« on: November 02, 2017, 09:21:07 am »
If you're playing with newer players, I would say something as a courtesy the first couple time I trigger an interactive ability. Like the Lost City, the first  couple I buy, if announce it and remind other players to draw a card, but I probably won't do that all game. Or if other people are telling me to draw extra cards when they buy Lost City, I'll say it all game. It kinda depends on the group you're playing with.

But there's no choice with Lost City. The other players must draw a card. There exist scenarios where this would be a bad thing for them.

This is different than say, Fool's Gold, which has an optional ability.

Then it still depends on who you are playing with. If you're playing with people who know the cards, people who you play with IRL like weekly, then you gotta have some trust that they will do their best to follow the rules on the cards. Politely saying something to them isn't against the rules.

If you're teaching someone, I believe it's your responsibility to be a good teacher and help your opponents keep track of mandatory interactive abilities. Optional interactive abilities (like Fools Gold) should be brought up, but it's hard for new players to not become dependant on you reminding them that reaction abilities are a thing. (How many times have you asked a brand new player if they have a Moat after you played a Militia?) However, you don't want to rob them of the experience of discovering a synergy or combo on their own.

Its a fine line, and I really don't see the harm in putting some kind of reminder token on a table to help people keep track of the abilities in a specific game. Many other games provide a player board or card with helpful info so people don't have to remember everything, while trying to learn a new game too.

39
Dominion General Discussion / Re: Reminder tokens?
« on: November 01, 2017, 11:42:29 am »
If you're playing with newer players, I would say something as a courtesy the first couple time I trigger an interactive ability. Like the Lost City, the first  couple I buy, if announce it and remind other players to draw a card, but I probably won't do that all game. Or if other people are telling me to draw extra cards when they buy Lost City, I'll say it all game. It kinda depends on the group you're playing with.

40
Dominion General Discussion / Re: Dominion Nocturne: Night Cards PSA
« on: October 31, 2017, 12:40:52 pm »
Another one I thought of, first turn you play
Tactician. You'll have to discard all your night cards to activate the good next turn effect.

41
Dominion General Discussion / Re: What do you forget IRL?
« on: October 29, 2017, 01:29:20 am »
That I can trash a card from my hand when someone else plays Bishop, or discard 2, then draw 1 when somebody plays a Vault.

42
Just an idea, do we need to rate every single card now in the game? What's wrong with like a top 25 or top 50 in each of the proposed categories? I know how much we like being completionists but the amount of work required to make these lists is immense, even for a team. So my suggestion is to cut the workload.

43
Dominion: Nocturne Previews / Re: Bonus Preview $5: Necromancer
« on: October 27, 2017, 09:20:01 am »
So i suppose cards like mining village and Pillage dont work when played from the trash?

I don't see any reason that you wouldn't be able to play mining village from the trash with necromancer. You can't trash it for +$2, but it could be a village if you really need one.

44
Dominion General Discussion / Re: Cards I would ban / errata
« on: September 28, 2017, 12:37:09 pm »
Other collectable card games, both online and physical, regularly issue official bans and erratas. I've never understood why Dominion doesn't do the same, though I'm sure there is an explanation somewhere.

That's because Dominion isn't a collectible card game.

Well it's not a trading card game. But how is that relevant?

First, welcome to the site!

But anyway, you made it relevant by starting your post with a comparison about what "other collectible card games" do. That comparison doesn't work because Dominion isn't "another collectible card game". But as was said by others already, the primary reason that MTG bans cards from time to time is that tournaments and such become less interesting if all winning decks include many of the same cards. In Magic, a lot of the skill is finding the best possible deck, and then using that deck in every match. Dominion has a completely different skill involved, which is figuring out the best possible deck on the fly as part of the game itself, and which deck is the best one will always be different every game you play.

To continue with this thought, I really think the game would suffer if cards were outright banned or nerfed. Figuring out which cards and combos work the best on the board. It is very rewarding to find these interactions on your own during the game. Yes in CCGs you still think of these interactions and combos, but not during the game when the pressure is on, it's at home when you build your deck, then unleash your deck on your opponent. You don't have the luxury of trying to figure out the weaknesses in your strategy before you play. Nothing against CCGs, but I really prefer game where you have to think on the fly instead of ahead of time.

45
Dominion General Discussion / Re: Dominion Confessions
« on: September 21, 2017, 09:18:42 am »
I rarely post here because I don't think I'll add anything meaningful to the conversation.

46
Dominion General Discussion / Re: How do YOU pick interesting kingdoms?
« on: September 21, 2017, 09:12:52 am »
I feel 10 cards from my randomizer deck, then 1 more card per player. Then each player gets one veto, they can remove one of the first 10 cards for one of the extras I also dealt.
An interesting idea. But wouldn't it be simpler just to deal out 10+N cards and let each player veto one of them, rather than having that notion of the "first ten" and the "extras"?

Functionally, you described what actually happens when I play irl better than I did. Most of the people I play with don't know the cards as well as I do though, so I almost always end up using my veto, but most other players don't.

47
Dominion General Discussion / Re: How do YOU pick interesting kingdoms?
« on: September 20, 2017, 09:05:32 am »
I use a random variant. I feel 10 cards from my randomizer deck, then 1 more card per player. Then each player gets one veto, they can remove one of the first 10 cards for one of the extras I also dealt. I do a similar thing for events/landmarks. First 2 are put face up, then I'll deal one more, and we can veto one of them in favor of the alternate. Obviously, I'll police it a little bit, if we get like 3 villages, I'll draw something else to replace one or two of them, but I've had success doing it t hat way.

48
Dominion General Discussion / Re: Which Removed Cards Do You Use IRL?
« on: September 13, 2017, 03:37:45 pm »
The only one I kept was Coppersmith, and it has replaced Woodcutter when I teach new players. By far my least favorite 1E card removed was Secret Chamber, so I haven't been playing with that one for a long time.

49
Variants and Fan Cards / Re: Astral Events
« on: August 27, 2017, 09:38:46 am »
Sounds like a neat idea. 

On pairing perks together... I guess you could either have several competing perks of comparable power so that players have to make a difficult choice between them.  Or else you could have different perks that are valuable at different moments of the game.

Solar Eclipse - Last Stand is really powerful, so you basically get it every game, but when to get it is an interesting decision.  It would be a more interesting decision if the competing perks were more powerful.  Gilded Curse is not very good.

Constellation - I guess this is an example of competing powers, where you choose just one and stick with it.  I don't really like Retry, because I don't really like thinking about the order in which I discard cards, especially since you might Retry more than once per turn.  I think Dewdrops is way more powerful than the other perks anyway.  It's like an infinite supply of optional smithies.

Equinox - These perks are neat but I'm not sure they present an interesting decision between them.  If you're trashing, get Recycle.  Then you get Well or Gentle Breeze depending on which engine components are hardest to come by.

Falling Star - I think Grow is much stronger than the others.  Negate is weak, and particularly so when Grow can just trash your cursers.  Clearance is neat though, and there will be some games where you have to decide when to switch.

Thanks for the feedback. It sounds like this can be much more interesting by re-arranging the perks so that they are all of competing power levels, and cutting one or two of them. This will have the added benefit of making pricing them easier, and upping the opportunity cost of choosing one perk.

On Gilded Curse, originally they were worth $2. In your opinion, would this fix that perk, or do I need another idea to replace it?

As far as Negate goes, I agree, it is weak. I'm thinking of replacing it with a gainer.

Quote
As an action, discard a card, then gain a card costing up to $4.

I have not named that yet. I'll modify the original post with my changes when I make them.

50
Variants and Fan Cards / Astral Events
« on: August 26, 2017, 06:45:43 pm »
As a part of a fan expansion I'm working on (it's had some playtesting, but mostly it's still in the idea phase) I came up with a new mechanic I'd like to introduce to you now. Perks. Simply put, small bonuses or abilities you have bought during the game, and give a small bonus to you for the rest of the game, or until you buy a different one.

Mechanically how it works is when one of my four astral events is in play, you also put out the astral board that corresponds with the event, and players take their token for that event. Each board has 3 perks available for a price. When you buy the astral event, say Solar Eclipse, you place your Solar Eclipse token on the board to immediately get the perk. I've named all the perks, and players just announce when they use them. I've also included brief explanations in parentheses where I think it's appropriate.

I'm looking for feedback, specifically on cost of the astral event, and balance of the perks, and what perks should be grouped together. Thanks for taking a look at this., and without further ado, the events and perks.


Quote
Solar Eclipse $5

Place your Solar Eclipse token on the Solar Eclipse board to select a perk.

Solar Eclipse Board

1. Dewdrops: as an action, +2 Cards
2. Gilded Curse: Your curses are now Curse Treasure cards worth $2 (This works like inheritance, curses are still worth -1vp)
3. Last Stand: After the game ends, take one more turn.


Quote
Constellation $4

Place your Constellation token on the Constellation board to select a perk.

Constellation Board

1. Peer: At the start of your turn, look at the top card of your deck. Either discard it or put it back
2. Retry: as an action, put the top part of your discard pile into your hand
3. Guards Tower: When another player plays an attack, flip your Constellation token (it starts face up) when its face up, you are not affected by that attack.


Quote
Equinox $3

Place your Equinox token on the Equinox board to select a perk.

Equinox Board

1. Recycle: For each card you trash during your action phase, +$1 during your buy
2. Well: As an action, discard up to 3 cards from your hand. +1 card per card discarded.
3. Gentle Breeze: Once per turn, during your action phase, you may reveal and discard an action card for +1 Action


Quote
Falling Star $4

Place your Falling Star token on the Falling Star board to select a perk

Falling Star Board

1. Grow: As an action, trash a card from your hand and gain a card costing exactly $1 more than the trashed card
2. Woodworker: As an action, discard a card then gain a card costing up to $4
3. Clearance: At the start of your turns, +1 buy.

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