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Messages - GendoIkari

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1
Other Games / Re: Nintendo Switch
« on: September 19, 2019, 11:01:04 am »
Anyway, the list of games we'll be buying right away:
Since you're playing with someone else, the other game I recommend is Overcooked 2.

So I got this; played it a couple times with some friends at 4 player and had fun. Last night started 2 player with my wife, with the plan of beating the whole thing.

This is fun and challenging. It's better at 4 player for sure. It can be quite frustrating at times; especially if you get stuck on a level.

Outside of the levels themselves; the game has some weird and confusing things. For one, it takes a VERY long time to start the game from the Switch menu. Far longer than it takes to load other, "bigger" games like Mario Odyssey. There's a bunch of different game modes which I haven't looked at; I only really care about story mode. But the menu is confusing there. Setting your player count seems to require having the right number of controllers connected when you start the software. If you want to add or remove players, as far as I can tell you have to close and re-open the software; which is a pain. And when you have multiple players on one console, all players get the same name on your team; the name of the account that the Switch is running under. That's just super confusing. Then you have options to either "continue" or "load" a game. I guess "continue" just means "load" and automatically load the most recently used save file. Weird though.

2
Other Games / Re: Super Mario Odyssey
« on: September 18, 2019, 01:01:50 pm »
Finished 100% last night. All unique moons; 999 moons total; all purple coins and purple shop items bought; all yellow coin costumes bought. Enhanced Bowser fight defeated.

The Darker Side level is a lot of fun. Difficult platforming gauntlet, with a fun reward at the end.

3
Other Games / Greed
« on: September 16, 2019, 07:40:44 pm »
I bought a Donald X. game that isnít Dominion! Donít know anything at all about it. Is it good?

4
Dominion Articles / Re: Urchin - Tormentor Combo
« on: September 11, 2019, 10:48:16 am »
My strategy knowledge is way out of date, but is Mercenary a card you want many of?

5
Variants and Fan Cards / Re: Weekly Design Contest Thread #44: extra turn
« on: September 11, 2019, 10:36:49 am »
Witching Hour and Double Shift have an interesting property that makes them different from Outpost and Mission... Outpost and Mission prevent the extra turn with a very explicit "if the previous turn wasn't yours". Witching Hour and Double Shift both instead prevent it by only granting an extra turn under certain circumstances and making those circumstances impossible to happen on their own extra turn.

The upshot of this is that if you have a game with both Witching Hour and Double Shift (or any 2 cards that use a similar mechanism for preventing infinite turns), you can get infinite turns by alternating the two cards.

huh. should we be accounting for this with our cards? or is this an ok loophole?

I'm torn. On one hand, preventing infinite turns seems like an important thing. On the other hand, the idea of preventing a card from giving you 3 turns in a row by things like skipping your Night phase or preventing the gaining of victory cards seems like a very cool and clever way of limiting the card. And both cards were designed in a world where no other card exists that causes the problem.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 11, 2019, 10:10:43 am »
Witching Hour and Double Shift have an interesting property that makes them different from Outpost and Mission... Outpost and Mission prevent the extra turn with a very explicit "if the previous turn wasn't yours". Witching Hour and Double Shift both instead prevent it by only granting an extra turn under certain circumstances and making those circumstances impossible to happen on their own extra turn.

The upshot of this is that if you have a game with both Witching Hour and Double Shift (or any 2 cards that use a similar mechanism for preventing infinite turns), you can get infinite turns by alternating the two cards.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 11, 2019, 09:42:45 am »
Challenge #44: Extra! Extra!
There are only 4 cards that give extra turns so far (Possession, Outpost, Mission, and Fleet). Design another card that gives an extra turn.


Double Shift
Project, $5
After one of your turns in which you gain a Victory card costing more than $5 you get an extra turn. During that extra turn, whenever you would gain a Victory card, instead gain nothing.

A project that isn't interesting until you've started greening, and doesn't help you (directly) with that greening, but still let's you continue to improve your deck so that you can start getting Provinces earlier.

Besides Province the existing Victory cards costing more than $5 are Colony, some Castles, Harem, Nobles, Fairgrounds and Farmland, and they will all result in a bit different Double Shift games. (This could be a welcome big boost for Harem!)

Recommend " or more" instead of "more than ". When reading through the card initially I thought Duchies would count because I saw the .

8
Other Games / Re: Celeste
« on: September 10, 2019, 12:23:34 pm »
Have it on the Switch, but still haven't played it yet. Other stuff to finish first.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 09, 2019, 09:59:09 am »

Soup Kitchen
Type: Action
Cost: $2

Reveal your hand.
+1 Action per Action card revealed
+$1 per Victory or Curse card revealed
-$1 per Treasure card revealed

Needs "(You can't go below )" like Poor House.

10
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: September 08, 2019, 10:42:00 am »
I was able to afford a Province to win the game after a Black Market I played revealed a Patron (giving +1 Coffers)

I donít think I would have realized that that actually works; because the Patron isnít yours. But I see that itís no different than using Lurker to trash a Fortress thatís in the supply.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 07, 2019, 04:11:09 pm »
I think that $25 is too large and that for too long this will be a cheap Double Lab.

Agreed; far too large. I donít think you would ever skip getting this any time you have $4 or more until they are all gone. Even without the ability to discard cards before revealing it would be super strong; that ability puts it over the top. This could probably cost $6.

12
Dominion Online at Shuffle iT / Re: Captain / Encampment bug
« on: September 06, 2019, 01:05:17 pm »
Do you actually know if anything was returned? It seems unlikely that an Encampment you bought was actually returned; those were already in your discard pile. Like Ingix said; it seems more likely that it "returned" the one that was already there; which means it didn't actually do anything.

I think you misunderstood me, all things indicate that an Encampment that was in the discard got returned to the supply pile. On turn 9, when the buy phase starts, there are 8 cards in the Encampment/Plunder pile. After buying 3, there should be 5 cards left, showing the first Plunder. But on replay, after that turn, there are 6 cards in that pile, the top being an Encampment.

As I said above, the one Encampment that was played via Captain got 'earmarked' by the game to be returned to the supply at the start of cleanup, and that was what (incorrectly) happened.

I got mixed up about the fact that the one that was played was also the same one that was bought.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 06, 2019, 11:46:30 am »
Challenge #43: Design a card (or card-shaped thing) that involves revealing your hand




Confessional (Action, $4)
+$2
Reval your hand. If one of the revealed cards costs less than all the others, trash that card, and then +2 Cards and +2 Actions.

As for Menagerie the revealing is to show if you are to get the fun or the boring result of the card, but also to show which card to trash in the former case. It can be used to get rid of starting deck cards and other bad stuff, but without some support like something that discards, it doesn't hit a single card that often in the beginning. It can also be used to get things rolling by sacrificing better cards. I even trashed a Vampire with it late in a game where this was tested. It is sometimes very good, but often you just get a boring terminal $2, and sometimes you don't even want to play it at all.

It sounds like this would be very difficult to get it to work... you almost have to have exactly a single Copper in hand when you play it. Or a single Estate with no Coppers. Both of those situations are going to be pretty rare. It could be strong when combined with cards like Hamlet or Warehouse; but you basically have to have a card like that with it. Most of the time when you play this, it will just be a terminal Silver; and occasionally it will just be a dead card because you don't want to play it as it would force you to trash a good card.

14
Dominion Online at Shuffle iT / Re: Captain / Encampment bug
« on: September 06, 2019, 09:44:26 am »
Do you actually know if anything was returned? It seems unlikely that an Encampment you bought was actually returned; those were already in your discard pile. Like Ingix said; it seems more likely that it "returned" the one that was already there; which means it didn't actually do anything.

If that's correct; the only bug here is in the log; not in the actual game. From the looks of the earlier Encampment play; it looks like the normal behavior of the log is to ignore instructions that failed due to Lose Track. Though it would make more sense to me if the log recorded these things as they were ("e failed to set Encampment aside" and e failed to return Encampment to the supply").

15
Other Games / Re: Deck-Building Games
« on: September 04, 2019, 11:13:08 am »
My least favorite thing about a few other deck builders is the "your whole hand is automatically played" mechanic. If I remember right; Thunderstone, Clank, and Legendary all use it; though I could be misremembering some. It's just so confusing. Start if your turn, you lay your hand on the table, face up; then add up all the stuff you have. And some things care about other things that are in your hand, so there's confusing rules about how they interact with each other.

Even if you don't have a limited action system like Dominion; it's just so much more natural to simply play cards from your hand one at a time.

16
Dominion General Discussion / Re: Interview with Donald X.
« on: August 30, 2019, 04:43:17 pm »
I just noticed that Empires has no events that are once per turn, or once per game; while Adventures had several. Was this a specific design decision; something you didn't like about how the once per turn played out in Adventures?

17
Dominion FAQ / Re: Upgrading to Silver or Gold?
« on: August 30, 2019, 10:41:38 am »
To evaluate its strength, you can think of Mine as a Workshop variant that can only gain a Poacher, but it gives you +$1 on the turn you play it.

This is interesting, because it made me think about "why does that sound like a far more passable 5$ compared to my own willingness to buy Mine?"
I think Mine is -slightly- worse than the card you described because a Poacher could end up alongside any of the cards in your deck, including the good ones, so you spike, while the upgraded Silver always appears "with" the copper it originally was, and copper is a bad card, so you are slightly less likely to spike.

Well there's also the fact that Mine can just miss... be drawn without a Copper or Silver to upgrade.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 29, 2019, 02:54:45 pm »


I'm not sure how much this improves your deck... having Copper instead of Estate in your hand is slightly better; but you'd still really rather trash that Copper. And if trashing is available; I don't think you'd take the time with this to avoid losing the Estate points.

Then again if trashing isn't available; turning an Estate into a Copper is kind of like gaining a Peddler.

I wonder if it would be better and still balanced if the Copper were gained to your hand?

you're forgetting you could also use this on curses and other victory cards (like provinces)

I wasn't forgetting; just not including it because it's a much less common use; and one that doesn't happen as early in the game. For Curses, using this is worse than trashing; which takes away one of the few advantages that this has over something like Cathedral. For Provinces or other VP cards; it often is happening much later in the game where trashing just isn't as impactful.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 29, 2019, 01:40:52 pm »


I'm not sure how much this improves your deck... having Copper instead of Estate in your hand is slightly better; but you'd still really rather trash that Copper. And if trashing is available; I don't think you'd take the time with this to avoid losing the Estate points.

Then again if trashing isn't available; turning an Estate into a Copper is kind of like gaining a Peddler.

I wonder if it would be better and still balanced if the Copper were gained to your hand?

20
Variants and Fan Cards / Re: Dominion: Industrial Revolution!
« on: August 29, 2019, 09:07:26 am »

Smog:
The curse type is exactly as you would expect, cards that mention "Curse" only refer to the card named Curse, but ones that mention "Curse card" can refer to either. I like what it adds thematically to the expansion to be replacing Curses, a medieval fear, with something more modern but just as deadly, and that's why it carries the curse type. 

You say it's exactly as you would expect, but I think different people are going to expect different things here; because this isn't a defined situation in Dominion. "Curse" as a type and a card are completely synonymous. Adding a second card with the type Curse is just as confusing as adding a second card with the name Curse would be. Dominion never draws the distinction between "Curse" and "Curse card" that you mention here... I'm not actually sure if there are any cards that refer to "Curse card" in that way; but I know that for other card types, the word "Card" is inconsistent and arbitrary... see Procession vs Hero... they both refer to gaining a card of a specific type, but one says "gain a Treasure" while the other says "gain an Action card."

I would avoid re-using the Curse type for any other card; it simply isn't clear how it should behave, and adds nothing other than theme. The card could be a victory card, or just a new type if you prefer.

21
Variants and Fan Cards / Re: Dominion: Industrial Revolution!
« on: August 29, 2019, 08:54:45 am »
Not a fan of theatre.. First off, it's a pain to figure out what the card actually does and how much it costs, and you have to memorize it after you figure it out, or re-figure it out every time you play it or want to buy it. The concept could work as a digital-only card where it could actually change, but for physical use it seems cumbersome.

Other than that, look at the possible options of what card it actually is:

+1 card, +1 action for - worthless; wouldn't even get bought for except in rare cases. Strictly worse than many other cards.

+1 card, +1 action, +1 buy for - strictly weaker than Market Square and costs more.

+1 card, +2 actions for - exactly a Village that costs more.

+2 cards, +1 action for - exactly a Laboratory that costs less; way too strong.

+1 card, +2 actions, +1 buy for - Worker's Village, but costs more.

+2 cards, +1 action, +1 buy for - Lab+; maybe balanced and fine.

+2 cards, +2 actions for - Lost City without the drawback; maybe balanced and fine (though I'm sure Donald had reasons for using an on-gain drawback rather than a more expensive price).

+2 cards, +2 actions, +1 buy for - Could be interesting... normally would be way overcost for this card, but it's in a Kingdom with no other Village, +buy, or hand-size increase. So it might be fine; buy very hard to get more than a couple per game.


So basically, out of the 8 possible things this card actually is; 5 of them are strictly better or worse than actual cards; usually worse.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 28, 2019, 07:24:30 pm »
Merchant Village
cost $3 - Action
+1 Card
+1 Action
+1 Buy
You may play a Merchant Village from your hand.
Gain a Merchant Village.
---
There are 20 copies of Merchant Village, rather than the usual 10.

This completely outclasses Market Square when there are no trashers.

Beyond that, Iíd say it outclasses Village and maybe Worker's Village as well. With the self gaining, it should be very common for them to collide multiple times per turn.

23
Variants and Fan Cards / Re: Contest #42: Monogainer
« on: August 27, 2019, 05:18:47 pm »


Not sure if this counts. It can only gain one name of card per game (barring the edge case of Knights/Split Piles), but which card that is is decided per player and when you buy Campaign.

This feels more like an Event than a Project to me. At least if you want to be consistent with the other card-shaped things that let you put tokens on things. It could still be once per game if you wanted.

24
Let's Discuss ... / Re: Let's Discuss Renaissance Projects: Fleet
« on: August 27, 2019, 02:08:35 pm »
It would have been a more interesting card if it costed 8 and gave +buy on the bonus turn or something. 

The algorithm for it is pretty straightforward :(

What's the algorithm? And also, I'm not getting why Fleet plays out much differently in 2 player vs 4 player games?

25
Dominion General Discussion / Re: Interview with Donald X.
« on: August 27, 2019, 09:20:52 am »
I don't know magic well, but self-milling is discarding your own cards from the deck to get a powerful benefit, right?
Unlike discards in Dominion, discards in Magic are quite permanent.

If so, I think a better comparison might be trash-from-top-of-deck effects, which are some of the most polarising attacks in Dominion.
An analogue of self-milling would then be Leprechaun or Cursed village hitting War or Locusts, which while occasionally hilarious can lead to some negative experiences (I'm still trying to recover from the time I killed my own goat with locusts).
[. .]
In addition, Magic has a ton of reasons why it's good to have more things in your own graveyard, such as cards that give you benefits based on what's in your graveyard and cards that can be played from your graveyard.

I wasn't aware of this, thanks. That being the case, I really can't see the problem with self-milling...

The problem is purely psychological. When you put a card you wanted or needed to draw into your graveyard, you feel bad. Even though your chances of drawing that card were exactly the same if you put cards from your library into your graveyard or not.

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