Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MatthewCA

Filter to certain boards:

Pages: 1 2 3 [4]
76
Dominion General Discussion / Re: Next expansion
« on: January 19, 2017, 03:54:52 pm »
A reverse traveller (an expensive traveller that gets cheaper, but not necessarily worse) would be a cool idea

I had an idea similar to this today, a traveler that doesn't progress linearly. Below line text could be "when you discard this from play, you may exchange it for (card A) or (card B)" then have several different options for how you want to exchange your travelers. I know it would be a pain to implement, and all the cards in the traveler lines wold take up a large chunk of the expansion, but I think it would be cool.

I don't see anything wrong with a traveler you *must* exchange that gets worse.  Sort of like a one-shot that turns into a Village and then a cantrip.  (Or not exactly that because it's sort of vanilla, but you get the idea)  Maybe the very last one could be worth 1VP and go on your Tavern mat when played, like a retirement of sorts.

Forking upgrades was a neat idea, but if you overdo it, it's a lot of cards in the box for one Supply pile.  It would take a lot of work to figure out what sorts of upgrade paths would grant meaningful choices and flexibility responsive to shuffle luck.  Arguably, you could have thinner piles for the forks to make the pile sizes work out ok - 10 copies for lvl1 (Supply), 2 each for lvl2, 1 each for lvl3.  Maybe there could be three choices and then two choices, so that there are 6 final/lvl3 forms.  None of them could be as game-warping as Champion and Teacher, since it would take less shuffles, and other players are denied whatever you get first (think more like Prizes).  Some other condition might need to make it harder to reach the final form, such as needing to have unspent $ or a certain handsize, for example.  (The Handsize requirement could be implemented on a Traveler who draws cards, for example.  If you must have 6 cards in hand, then this is always possible with a +2 Cards terminal who did not get attacked or play non-drawing cards that hand)


I like the idea of making the lvl 2 and lvl 3 cards harder to get. Attach a condition to the exchange, because they will be so much faster to get. I especially like the idea of the hand size requirement of 6 cards in hand,  with a +2 Cards terminal. This allows the opponent to try to stop the exchange for the better card.

Has there been any confirmation that another expansion is actually in the works or is this just typical whatsnextism?

Typical whatsnextism.

77
Dominion General Discussion / Re: Next expansion
« on: January 19, 2017, 02:11:15 pm »
A reverse traveller (an expensive traveller that gets cheaper, but not necessarily worse) would be a cool idea

I had an idea similar to this today, a traveler that doesn't progress linearly. Below line text could be "when you discard this from play, you may exchange it for (card A) or (card B)" then have several different options for how you want to exchange your travelers. I know it would be a pain to implement, and all the cards in the traveler lines wold take up a large chunk of the expansion, but I think it would be cool.

78
Dominion General Discussion / Re: Lurker
« on: January 17, 2017, 12:21:46 pm »
I feel like the addition of lurker adds another sub-theme to intrigue, self synergy. Minion, nobles, and now lurker work best when you have several copies, and or throne room/kings court.

79
Rules Questions / Re: Debt - Interaction with gain and trashing
« on: January 09, 2017, 03:21:31 pm »
Sorry for the edge case, but I'm curious about this. Let's say I buy an engineer with $1, and reveal a trader to turn it into a silver. Do I still take the debt tokens?

80
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: November 19, 2016, 09:44:42 am »
Quick question. Are there any plans to update the set of base cards with the larger symbols for treasure and vp? I'd love another set of base cards with the better design like in second edition base set.

I have the second edition intrigue update pack, and I think my favorite new card is replace. Trash for benefit that is also a junker???? I thought I died and gone to dominion heaven when I saw that card. Courtier and lurker are also good. A little disappointed with the mill, but the only games I played with the mill had decent trashing or no junking attack. But it does have such a good interaction with replace. Oddly enough (and I may regret saying this) I feel like scout would make the mill way better.

81
Dominion General Discussion / Re: Dominion (in real life) accessories
« on: July 07, 2016, 03:29:27 pm »
I've got some screw-together bead containers like these (http://www.amazon.com/Storage-Stackable-Containers-Crafts-Findings/dp/B001AS6OLK) that are good for holding tokens and for fitting in the insert.  One addition I made recently, idea stolen from somebody at a convention, is using popsicle sticks as place holders in the box for the kingdom piles in play each game.  This way I can quickly put them away.

The one thing I'm missing is some kind of card organizer for use during game play.  The inevitably messy piles trigger my OCD.  Anybody have anything they use?

For the tokens I found some small containers from the dollar store. They were 10 for a dollar, and they work great. I'm still looking for a storage solution to hold my cards and mats before I get any more expansions. It's just taking up too much closet space.

82
Bishop

83
Rules Questions / Contraband and Events
« on: May 02, 2016, 09:19:35 am »
Just something I was thinking about recently, when you play a contraband, can your opponent keep you from buying an event? I believe Adventures will be the next expansion I get, and for some reason the people I play with buy contrabands, so I'm pretty sure it's going to come up.

84
Game Reports / Re: Massive trade route fail
« on: April 19, 2016, 12:20:12 pm »
A terminal +$7 for $3 seems reasonably ok, even without trashing or +buy.

But how often do you have a Colony board with 3 alt-VP cards AND buy one of each of them before the game is almost over?

It doesn't happen often, but trust me, it's awesome whenight it does. It was a multi player game, with a pretty new player. That's why an estate got bought.

85
Game Reports / Massive trade route fail
« on: April 19, 2016, 09:44:38 am »
My group was playing a Colony game with trade route, island, nobles, and great hall. This was our first game with the trade route so we set it up, and no one read the line on the card about trashing a card when you play it. Soon trade route was worth $7 and only cost $3. It was a mad dash to pick them all up, then play them as often as possible it was just stupid how broken it was. After the game I looked at the rules packet to make sure we were doing it right, and of course we weren't. It was memorable because it was the first game my buddy ever won. Since rules were consistent, we decided that the win still counted, then we played another game with the same cards and using the trade route correctly, he still won.

86
Just curious what everyone thought Dominion would look like without curses and cursers. How would strategies change, and what cards, others than cursers, would look different?

I think if we hadn't gotten curse, confusion probably would have taken its place, a card that does nothing other than taking up space in your deck. I think it would've been less exciting, and we would've probably need up with more trashing attacks.

87
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Remodel
« on: April 15, 2016, 11:13:29 am »
Love love love the remodel. Helpful early in games to get the $2 or $4 cards you want to set yourself up for later, and later in games to trash golds into provinces. When the game within 2 or 3 turns of ending, trashing gold does absolutely no damage and all gain. As long as you're confident that you won't have to shuffle again.

88
*Workshop -> Smugglers
*Cellar -> Warehouse
Remodel -> Salvager
Militia -> Cutpurse

I would not introduce Durations in a first game.  Stick to Moat, for the first game at least.

Market-> Treasury ($5 Peddler variant)
Moat->Pearl Diver ($2 card)
*Mine->Explorer (Treasure gainer)
Woodcutter->Navigator (You already get +Buy from Salvager, and Navigator gives you another weak Terminal Silver).

Fishing Village is probably too complex for a first game, so you should stick with base Village. You might be able to get away with Wharf or Caravan for Smithy, depending on your friend's prior gaming experience, because they are probably the simplest Duration cards.

Thanks for the input, I've inserted * by the selections I'm going to use. Acting on werothegreat's advice I'll shy away from duration cards, hopefully he picks it up fast and we can introduce some of them. He does play Magic, but I'm not sure how much that'll help him because I don't play Magic myself.

89
Introductions / Re: Hello
« on: April 14, 2016, 03:31:05 pm »
Welcome!

How do you feel about Scout?


Not a big fan of scout, on paper it sounds like a cool way to set up your next turn, in practice it's pretty pointless, it doesn't even cost enough to be good fodder for trash-for-benefit. Maybe Empires will finally have a card that makes the scout better.
I don't know if you're unaware of the in joke or just pretending to be, but either way this made me chuckle.  :D 

(Filling you in if necessary: Roadrunner has a thing where he loves Scout way too much, everyone else is with you and thinks Scout is pointless.)

I was aware of the joke, read about it last night on a different thread. The only appeal it has is if great hall, nobles or Harem are out. I don't think scout is the worst card, but I've never gone for it.

Also, thanks for all the welcomes, you all sure know how to make a noob like me feel welcome.

90
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Moneylender
« on: April 14, 2016, 09:11:23 am »
My experience with moneylender has been mostly positive, but only in early game when you are flush with copper, when you start to run out of coppers, it's time to ditch him though, preferably with a remodel for gold gaining purposes. 

91
Introductions / Re: Hello
« on: April 14, 2016, 05:13:04 am »
Welcome!

How do you feel about Scout?


Not a big fan of scout, on paper it sounds like a cool way to set up your next turn, in practice it's pretty pointless, it doesn't even cost enough to be good fodder for trash-for-benefit. Maybe Empires will finally have a card that makes the scout better.

92
Dominion General Discussion / First Game with a newbie and seaside
« on: April 13, 2016, 11:07:14 pm »
This weekend I'm getting seaside from amazon, and I have an old friend coming over to play board games. He's never played Dominion before, and as I'm getting cards that are new to me, I want to use them during his first game, to keep it exciting for me. I'd like to adjust the first game recommend set of ten from the base set with seaside cards, and was looking for suggestions as to what to replace. I know I'm replacing moat with the lighthouse, but I'd really appreciate a couple more suggestions.

Thanks

93
Introductions / Hello
« on: April 13, 2016, 11:00:11 pm »
Hi,

I'm a fairly new player, although I first played Dominion about 6 years ago. About halfway through my first game I stopped, looked at my buddy who was teaching me to play and told him this game was genius. This year I finally broke down and bought the base set and taught my wife to play, and some of my family and her family too. I've since bought intrigue and seaside and prosperity are arriving tomorrow.

I'd have to say my favorite cards are trash-for-benefit, moneylender, remodel, upgrade, and mine. I'm glad I found a place to talk Dominion.

Pages: 1 2 3 [4]

Page created in 0.046 seconds with 19 queries.