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Messages - ackmondual

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51
Dominion General Discussion / Re: old cards that have gotten better
« on: November 21, 2018, 03:50:46 am »
Counting House with Silos

52
Dominion General Discussion / Re: Spices > Gold
« on: November 17, 2018, 07:05:28 pm »
How good is Gold if you don't have to buy it?
It almost sounds like Gold should've been $5, and Spices $6!
The cards you can only sometimes buy have to be better than the ones you always can.
Agreed.  I was also hinting that the Spices could've gotten away with being $6 as well.

53
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 16, 2018, 08:38:08 pm »
The beauty of having a ban list - or playing irl where everyone has it - is that there can be cool fun cards like Peasant and King's Court and people who hate them don't have to play with them.

It also means you can take a break from those cards, then realize you miss them, and enjoy them again.


I haven't missed Possession yet.
A shame we won't get a Dominion: Alchemy 2nd Edition.  If nothing else, I'd like to see Donald and the crew's retake on that, Potions, costs, etc.

54
Dominion General Discussion / Re: Spices > Gold
« on: November 16, 2018, 08:30:57 pm »
How good is Gold if you don't have to buy it?
It almost sounds like Gold should've been $5, and Spices $6!

55
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 09, 2018, 03:42:34 pm »
If nothing else, I've used Peasant to get alternatives to Labs and Throne Rooms

56
Also: Sewer + Salt The Earth
get some pts as a means to thin your deck!

Swamp Hag + Citadel
Double the Curse gaining.  Double the +coins!

57
It is indeed more about how many turns you need to repay the Debt, rather than how much you bid.  All the better for example, if for one game, you win the big by more, but can pay it back sooner due to having more buying power.

58
Having a card named Piazza seems unlikely to me when we have Plaza. Also, Artefact is missspelled.
I'm already anticipating we'll get a card called "pizza"!  :o

59
Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: October 23, 2018, 09:23:35 pm »
The one minor disappointment I have, and several people have mentioned this, is that Projects aren't multi-stage.
Really? Base Dominion already has pretty complex multi-stage projects that change with every board; they're called a deck ;)
Sure, but what I want is a deck-building game so complex that even my multi-stage projects have multi-stage projects.
Have patience... Dominion: Legacy will be the multi-stage projects that contain multi-stage projects, of multi-stage projects!
Sounds cool.  Will I get to rip up cards though?
That's one way to get a whiff of their blackcore goodness!

60
Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: October 22, 2018, 11:23:09 pm »
The one minor disappointment I have, and several people have mentioned this, is that Projects aren't multi-stage.
Really? Base Dominion already has pretty complex multi-stage projects that change with every board; they're called a deck ;)
Sure, but what I want is a deck-building game so complex that even my multi-stage projects have multi-stage projects.
Have patience... Dominion: Legacy will be the multi-stage projects that contain multi-stage projects, of multi-stage projects!

61
Sewer vs. any effects that forces you to trash your cards.
You'll be able to trash the lousy cards you come across

Silo + Counting House
Mulligan better cards, and then get all of those discarded Coppers back anyways

Silo + Fountain
You got more mulligan fodder in your quest to get the 15pts

Experiment + Labyrinth
Buy one, and get 2 VP... while supplies last!

62
Dominion: Renaissance Previews / Re: All Renaissance names revealed
« on: October 22, 2018, 10:30:56 pm »
Lackey sounds akin to Minion.

Sinister Plot sounds like an Attack-like effect

63
Dominion General Discussion / Theme and mechanics themes
« on: October 17, 2018, 11:33:36 pm »
Even with just the base game, one tends to notice how what the card represents in the Dominion world has tie-ins to what the card would do.  It's gotten to a point where it helps you recall what some of the cards do, and can even let you guess at what a card is supposed to do (especially if you're given the context of what set it's from, and its... theme and mechanics).  Not sure if we ever got a comprehensive list anywhere, but here's my effort to try:

-land/property = gives victory points | e.g. various Victory cards
-towns, communities, villages, and places where a lot of people are gathered = more +Actions | e.g. Village, Fortress, Acting Troupe, City


-royalty = tends to grant repeat executions of actions | e.g. Prince, Royal Carriage, Throne Room, King's Court
-Transportation, logistics, granting physical access to other areas = discounts on cards | e.g. Highway, Bridge, Bridge Troll, Quarry

-religious = trashing | e.g. Chapel, Bishop, Priest
-negative superstition = Cursers | e.g. Witch, Sea Hag
-Storage = mulligan cards | e.g. Silos, Cellar, Storeroom, Secret Chamber, Warehouse, and Vault
http://forum.dominionstrategy.com/index.php?topic=19025.msg773094#msg773094

===================== EDIT:
Knowledge/creating things = card draws | e.g. Library, Ruined Library, Smithy, Laboratory, Experiment

64
No comment yet about how Fair is a Travelling Fair that doesn't travel? Such great flavor choices. Makes me hope that there is a project called "Minstrel" that just gives you +1 action.
I don't know how international it is, but in the UK, "Minstrels" are a brand of chocolates that resemble black Go stones.

So if we do get Minstrel as a project giving you +1 action, then I would be tempted to put a bag of Minstrels on it. Each turn you may take a Minstrel from the bag and use it as a Villager, for the duration of that turn only. During clean-up you eat the Minstrel if you haven't used it.

>eating chocolate while playing card games


Maybe we should start to interpret 'clean-up' more literally.
Sounds like a promo set opportunity to me...

Moist Towelette | $2 | Action
During your cleanup phase, if you have at least one Moist Towelette in play, gain +1 VP token per Chocolate card you have in play, but not more than 3 VP tokens.

65
Dominion General Discussion / Re: Complexity of Dominion
« on: October 17, 2018, 10:30:21 pm »
In Dominion, the complexity is there on the table in front of you. There are no complexity surprises lurking later in someone else's deck, and the kingdom can be fine-tuned to the tastes and skill levels of the other players if you like.

That's the key. This is what I can't handle with Magic. I don't even theoretically know what's possible at the start of the game. It's also one of the reasons I love Dominion so much. You can look at the board, read the cards, and you're theoretically on the same level of understanding as anyone else. Yes, you won't notice some of the interactions straight away, but you theoretically could. There's nothing your opponent knows that you couldn't find out by thinking it through.
I go further.... I bring up all the fine points mentioned in the rulebook for each card's "FAQ".  For example, point out that with Embargo, if you gain a card (like with Workshop, which also happens to be in the supply  ;)), this gains you the card, but it's NOT buying it, so you can get around having to gain a Curse from any Embargo tokens on it.  I'd rather not have an advantage from that knowledge if we'd like a more even game

If they want to discover it all on their own, then I'll respect that request too.

66
Also, even though the spelling is different, I will never read "Ducat" without picturing this:


And every time I look at the card, I feel like it should have a color more of an Obsidian Order.

67
I always have trouble keeping Spice Merchant and Silk Road straight in terms of the names. Silk Merchant will help a lot.  ;D

Silk Merchant is the second card from this expansion where I've read the name and thought "I swear that's already a card..."
We'll be saying the same thing when Spice Road makes an appearance ;)

68
I guess Sewers will make a huge difference to boards which only have weak trashing.
It will be interesting to see if someone would gain curses, estates or ruins voluntarilly just to keep Jack-of-all-Trades (as the only trasher) churning through the coppers.
I'm already considering buying Copper to trigger Sewers with Ducat!

If I have Star Craft Chart and play Patrol with 6 cards left in my deck, then according the the changed reshuffle rule I will have to shuffle before drawing any and can put a card on top and draw it with Patrol, correct? So we now have a case where the revised shuffle rule really does make a difference?
As a Star Craft Chart fan, it beats the alternative... War Craft Chart ;)

So, Fair, you pay your $4, you put a cube on Fair, every turn from now on you have +1 Buy. Get it?

Sounds fair.
And unlike the Traveling Fair, this Fair is quite the Project, but stays put and is here to stay.

69
Dominion General Discussion / Re: Kingdom Randomizers
« on: September 23, 2018, 03:12:48 am »
@OP... any particular "hard requirement" that it has to be online based?  I don't dabble much with online Dom randomizers, but I too heard that they haven't really been keeping up to date either.

Being able to access iOS or Android opens up many more possibilities.  FWIW, you could even buy a cheap device ($20 to $60, although on the iOS side things, such a cheap device may be too old to run them) just for that purpose.

Me, I don't use the randomizer in Jack Of All Dominion, but more so as a card reference.

70
Dominion General Discussion / Re: Sloggiest cards?
« on: September 23, 2018, 03:07:53 am »
Sloggy limited to taking a lot of time?  If so, I'd limit "branch actions"/effects that give +2 Actions or more.

Thanks for all the suggestions and good ideas.  This is what we ended up doing -- everyone seemed to have a great time and find somewhere they had fun playing.

Table 1 was just the base set.  This one probably got played the most all night.  Possibly because the games were quicker, but I also think because some of the guests were more inexperienced than I had realized they would be.  After the initial setup, they would just swap out 0-2 cards between games.

For table 2 I set up  the Area Control predefined sets for Empires/Adventures (Capital, Catapult/Rocks, Charm, Crown, Farmers' Market, Coin of the Realm, Page, Relic, Treasure Trove, Wine Merchant, Banquet, and Keep).  This table was such a draw because most of the experienced players we had over had never played with the newer sets so they all wanted to try it.  They were longer games, but everyone who played it loved trying out the new stuff (i.e., Traveller, Split Stack, Event, Land Mark, Tavern Mat).  We never modified this table at all.

Table 3 was set up so the people who were familiar with the older sets could have more variety, i just had 5 cards each from Intrigue, Seaside, and Prosperity, and then rotated through the three different combinations (i.e., 5 Intrigue + 5 Seaside; then 5 Intrigue + 5 Prosperity; then 5 Seaside + 5 Prosperity).  This also worked just fine.

Before we started, I had planned on doing entirely different set ups on tables 1 and 2 between games, but I realized that really wasn't necessary.  I think if we do this again (and from feedback given, I'm sure we will). I'll just set up 3 tables and then not even mess with them.  For those who wanted more variety, I found they just needed to move to a different table.

Ultimate lesson learned Dominion really does have something for everyone.  Well, everyone who likes playing deck-building games, anyway. :)

Bonus lesson learned I had avoided Alchemy (for reasons that can probably be guessed), but quite a few people asked about it specifically so it's not as unpopular as some might think.
Every group is indeed different.  One group, the new guy won his first game, and fair share of games afterwards because he's a seasoned Magic The Gathering player and managed to recognize card combos and synergies from the get-go.  Another group got bored with base game, but their interest piqued when they introduced expansion cards early on.

71
Let's go with the more practical side.  I feel if we're doing hypothetical stuff, it would've been better in the "Puzzles and Challenges" board.  That said, feel free to cover either/both, but just make it known.

72
Dominion General Discussion / Re: When seating order matters - Chariot Race
« on: September 23, 2018, 03:00:45 am »
Turn order has always been an issue in Dominion.  In one tourney game, and on rare occasions, casual games, we actually did reverse the turn order from one game to another.   So instead of A, B, C, and D... D goes first, followed by C, B, A.

This can come up with things like Swindler too, particularly with less experienced players.

In a 3-player gameone opponent (who was newish) hit another opponent's 5-cost on T3 and considered what to do. I told him the "standard" play would be to give player C a Duchy but he can do as he likes. He immediately chose Duchy, as it was the obvious choice.

Player C was pretty ticked off at me for telling him what to pick but, eh, I consider that more of a rules clarification than strategy advice. If the player to your right doesn't know he's allowed to turn your copper into a curse, arguably, you're cheating by not telling him.

So seating order CAN matter in those cases but shouldn't.

Where 3p games with high skill disparity really get weird is Smugglers.
In tournament games, I generally don't offer strategy advice, nor even something like that.  In non-tourney games, I don't like to do this.  I could obliterate newbies with my knowledge, but I'd rather not.  As another example, I will tell players stuff like:
1) if there are Embargo tokens on a pile, you can gain the pile without also gaining the Curse (like via Workshop)
2) If resolving Torturer and there are no more Curses left, you are indeed allowed to gain a curse to no effect
3) I'll point out how much fun it is to abuse Villa  8)

73
Of course, the Kingdom dictates what you can and can't do.
Unless we have actual definitions for them, for the purpose of this thread, I'm going to define them as:

"power turn": being able to buy 3 Provinces or more in one turn, or its equivalent. 
So swap in Colonies, "lessor" Victory cards if that works out better, or factoring in pts from VP tokens Events, and/or Landmarks

"mega turns": Being able to end the game, or close to ending it in one turn, from what would otherwise be considered an early state of the game.

I feel "mega turns" aren't that often, but yet, not that rare either.  I'm going to say, 15% of the games out there?


74
Variants and Fan Cards / If Pooka could also trash Cursed Gold
« on: September 14, 2018, 09:03:05 pm »
Pooka as is doesn't seem to get a lot of love.  IIRC, it's the least popular Kingdom card with a matching Heirloom.

How much did you buy it before?  How much better would it if it could trash Cursed Gold?


75
Sauna + Avanto would be tops!  Here, I'm thinking they should be gained as a pair, as opposed to having 2 separate instances to gain each one.

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