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Topics - GendoIkari

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101
General Discussion / Super Bowl 50
« on: February 04, 2016, 12:44:35 pm »
Surprised to not see some discussion on this already. Any NFL fans out there? As a resident of North Carolina, I'm a Panthers fan, and thus am quite excited.

I've learned to not ever be over-confident (I lived in Boston during the 2007 Patriots' season), but it does seem like it would be a big surprise if the Panthers don't win this one.

102
Rules Questions / Stonemason and piles with only 1 card
« on: February 03, 2016, 04:05:44 pm »
When instructed to gain 2 cards at once, do you choose both cards and then gain both cards? Or do you chose 1, gain 1, then choose 1, gain 1?

This matters for 2 cases involving Stonemason:

If you buy Stonemason, and overpay by $2 while there is 1 Stonemason left in the pile, can you choose to gain 2 Stonemasons, then fail to gain the second? Or are you forced to also gain another $2 action if there is one?

If you overpay for Stonemason by $5, can you gain 2 Knights (if the Knights pile has 2 $5s on top)? Or do you have to choose your 2 cards before gaining the first Knight?

103
Other Games / Other new games
« on: February 01, 2016, 11:11:33 am »
As just mentioned, I went to a board game convention this weekend. Learned lots of new games.

Caverna - This was great. I've always liked Agricola, and this just seems like an improved version of it.

Village - I can't wait to play this again. Some very interesting new mechanics.

Traders of Osaka - Fun medium-light game, which is a bit reminiscent of both Alhambra and "Money".

Rattlebones - A light game that has one of the coolest new mechanics I've ever seen... you physically upgrade your dice by replacing die faces with different faces as the game goes on. The game itself is ok, but not great. I really want to see it expanded though... there's about 8 different faces you can add to the dice, and I'd love to see expansions that add dozens more. Or to see the mechanic used in a whole new game.

German Railroads - The expansion to Russian Railroads. This was great. If you like Russian Railroads, I think you'll want to play with this every time. Though if I were teaching someone Russian Railroads, I wouldn't use it, to reduce complexity. It adds several important decisions about customizing how your tracks play out.

Pickomino - A silly, light press-your-luck game. Fun, but nothing special.

Some name - I can't remember the name of this one Nevermore - A witchcraft-themed different kind of drafting game where you have a hand of 5 cards, made up of 5 different suites. After being dealt 5 cards, you pass 3, then you pass 2, then you pass 1, always keeping 5 total. Then you go through phases where you see who has the most of each, and each type of suite gives different benefits to the person with the majority. Not really my kind of game, though the drafting mechanic was really cool.

I think that's all the new ones. I also played a lot of Codenames and Fuse. Played No Thanks!, Hanabi, Bruges, Incan Gold, and of course Temporum.

Also played Dominion Adventures for first time since it was actually released. Two 3-player games. Lost one after trying to Transmogrify everything into Grand Markets eventually. Won the second one with lots of Cities, after Messengers were being used to drain out the Messengers pile.

104
Other Games / Temporum evangelism
« on: February 01, 2016, 10:57:45 am »
So this weekend was "Whose Turn is it Anyway", a small-ish game convention in Cary, NC. It was awesome... basically a smaller version of bgg.con; just a few days of non-stop gaming. So unlike bgg.con; this is largely community-sourced; everyone brings games. The organizer has a huge collection himself as well, of course.

But I was the only person who brought Temporum. It is a sad reminder that Temporum simply isn't popular. Now I don't think it's necessarily as good as Dominion, or among my all-time favorite games. But relative to how unpopular it is, I think it's absolutely awesome.

So I consider it my mission to spread Temporum to those who don't know it. I think I taught it 3 times this weekend; can't remember for sure. Also I know that it got at least a couple other plays without me being involved. It was well-received; I remember a few different people saying that they really enjoyed it; and didn't get any specific comments about being let down, though some people could have been being polite. In my own personal game group, a few people have told me that they don't enjoy it all that much.

Also, by teaching a lot of new people, I'm finding evidence against a common complaint about the game; that you can't do that much to actually affect your outcome. If this were true, why do I almost always win against people who are learning for the first time?

I also learned that the rulebook is really good. I never learn games from the rulebook; I want someone to teach me. Then I'll read the rulebook after that to see what I was taught wrong. But a couple guys started playing when I was unavailable to teach; they were playing within a few minutes of getting it out, having never played before; and when I went to watch the second half of the game, it was clear they had all the rules correct.

105
India-Panther: Action-Reaction,  to .
Trash a card from your hand. Gain a card costing up to more than it.
If the gained card is an action, play it.
_______________________________________________________________________
When any player gains a Victory card, you may reveal this from your hand.
If you do, the player gaining the card puts it on top of his deck.


So here's our card as of now. Up to more might be really strong. Of course sometimes "up to" makes a trasher weaker, but this one isn't really meant for thinning out Coppers anyway. This one is really an upgraded version of Remodel. Anyway, let's tweak the remodel effect (or not).

One consideration for this is the Fortress effect. As written, if you have a single India and a single Fortress in hand, you immediately drain the India pile, unless this ends up being a cost card anyway. And aside from the power of emptying a whole pile for end game stuff, a hand of 5 Indias isn't too bad, especially not with Fortress around.

Anyway, there's multiple ways this could be addressed, or we could decide it doesn't need to be addressed. But one way would simply be to not allow the upgrade amount to fit the cost difference between Fortress and this. We don't know what this costs, of course. If it does cost , then the only set of options that would work would be "exactly more". Just some things to think about; I don't know what will work best.

Poll closes Saturday in case anyone is only around on the weekends. After that we'll vote on price. And then that's probably all except for name and art. Feel free to discuss other ideas or tweaks that might need to be made.

106
Ok, so all parts of the card mechanics are set:

India-Panther: Action-Reaction, (or more)
Trash a card from your hand. Gain a card costing up to more than it.
If the trashed card is an action, +1 action. If the gained card is an action, play it.
_______________________________________________________________________
When any player gains a Victory card, you may reveal this from your hand.
If you do, the player gaining the card puts it on top of his deck.


Now we just need to decide on various specifics to alter. Things for consideration:

Bonus for trashing an action?
Gain up to, or exactly?
Upgrade by or by ?
Reaction on buy, or on gain?

Let's decide on the bonus for trashing an action first; as that's the biggest change.

107
Ok, so 2 options got most of the votes. Let's see which one wins!

108
So as another reminder, here's the top half:

Quote
India - Action, Reaction
Trash a card from your hand. Gain a card costing up to more than it. If the trashed card is an action, +1 action. If the gained card is an action, play it.

Vote for all the ideas you like! Voting closes Saturday.

Remember that specifics can still be changed later. Including changing any of these to reacting to buying instead of gaining if needed for either power level or fixing something broken.

109
Ok, so here's the concept for the top half of our card:
Quote
India - Action, Reaction
Trash a card from your hand. Gain a card costing up to more than it. If the trashed card is an action, +1 action. If the gained card is an action, play it.

We'll figure things out like "up to" vs "exactly" more, and vs , depending on balance and avoiding any broken combos due to playing the gained card immediately.

But first, let's get the mechanic for the reaction. We already agreed that this would react to "whenever any player gains a [card with some condition]". That condition could be based on card type, cost, or anything really.

Also remember that we can use "would gain" instead here, or "buys" instead of "gains", just depending on what the effect does.

Please PM me with your ideas for the reaction. Feel free to throw around ideas for open discussion here as well. I'll make the poll for reaction effects on Saturday.

110
Ok, so 3 of our ideas got more support than the rest. Here's the runoff between those. As before, remember that we're looking at general mechanics/ideas here, so don't worry about specific numbers or balance yet.

The poll will close Tuesday evening, EST.

111
General Discussion / Math and lotto stuf
« on: January 09, 2016, 04:56:44 pm »
Just read this in an article about the lotto:

Scott A. Norris, an assistant professor of mathematics at Southern Methodist University, said there's no trick to playing the lottery, but your tiny odds of winning are a bit better if you let the computer pick rather than choosing yourself. That's because when people use birthdates or other favorite figures, they generally choose numbers 31 or below. That ignores the fact that there are 69 numbered balls.

Um, this is completely wrong, isn't it? The odds of the numbers coming up "1, 2, 3, 4, 5" are exactly the same as the odds of the numbers coming up "4, 24, 43, 50, 55". Or whatever.

112
Ok so here's the list of mechanics/concepts/ideas! Vote on as many as you want. Except you can't vote for every single one, because that's basically like not voting. Voting closes Saturday, and then most likely we'll have a runoff unless there's actually a clear winner.

113
Ok, so we've narrowed things down quite a bit. Time for open submissions. But in the spirit of doing this piece at a time, we're still going to do the action and reaction separately. We already know that the 2 halves work together, so no need particularly for the reaction to come first so that the action can fit. That being said, please submit to me your ideas for the top half of this card. Preferably by PM. Feel free to post general thoughts here so that there can be discussion.

Deadline is Wednesday, then I'll make a poll with all the ideas.

As a reminder, here's the restrictions for what your mechanic/idea must contain:

It must be sometimes terminal and sometimes not. This could include playing another card, or conditionally giving +actions, etc.
It must be able to trash a card (one of yours).
It must be able to gain a card.
Keeping in mind that it will also have a reaction that reacts to anyone gaining a card (with conditions on the gained card); the card must be strong enough that it should cost or more.

Do not include card names with submissions; name will be decided after.

114
Ok, so our card will be able to both trash and gain. It is sometimes terminal, sometimes not. It reacts to someone gaining a card.

That's a lot constraints on what it does. Before we move on to final submissions, let's constrain the power level. We won't decide on an exact cost, as that should be movable for balance. But I'd like us to vote on a general idea.

Just 3 options. Weak (-), medium (-), or strong ( or more).

For our purposes, we are going to ignore things like the fact that Chapel is a very power card that costs . It has its own special reasons for having that cost. So we're looking at the vast majority of other cards. If we choose a , we want to then vote on a submission that's powerful enough to be a .

115
Ok so once again we had a very close vote. Does our card allow us to trash and gain, or only gain? I'll leave this up until Sunday because Christmas and stuff.

116
So here's what we have so far:

??
Action - Reaction -
(+1 action sometimes)
Some other effect
----------------------------------
When any player gains a [specific type or cost of card], you may reveal/discard/something this. If you do, [some effect].

So there's not a whole lot more we can do until we get to having people submit ideas to be voted on. I could still go either way on the cost question. For now, let's just put up another simple question of mechanics to include. Some cards trash. Some remodel. Some gain. Some do none. Which is this? For our purposes, we'll say that it could be the action or the reaction that does the thing in question.

For clarity, a card like Upgrade could's as a remodeler, even though it can be used to thin your deck.

117
Ok so most people want the gained card to have conditions on it, and they want it to at least react when an opponent gains it. But, can it also react to you gaining it? Let's find out! The runoff poll closes Saturday afternoon.

118
Ok so we're reacting to gaining or buying. I think it's safe to assume that the buying option is best to be used as a way of either nerfing an effect, or fixing something that breaks; so we'll default to gaining for now. Similarly for "would gain", I think it's fair to say that any "gain" option can be changed to "would gain" if it makes sense.

The question is, who is doing the gaining? And what are they gaining? I'm going to try to combine these options into one poll. And we'll try to allow multiple votes and see how that works. So pick whichever options you'd like to see done, up to 3.

So "Some condition" could either be a specific card (like Fool's Gold with Province), or a card that meets some criteria, like a victory card or a card costing a certain amount.

Poll closes Wednesday at this time.

119
Dominion General Discussion / This seems like a really good deal
« on: December 10, 2015, 02:12:38 pm »
http://www.amazon.com/gp/product/B0106T9HI0/ref=s9_simh_gw_p21_d6_i10?pf_rd_m=ATVPDKIKX0DER&pf_rd_s=desktop-1&pf_rd_r=1B0984GK974200TRJK84&pf_rd_t=36701&pf_rd_p=2079475242&pf_rd_i=desktop

Every Dominion expansion, plus all promos, for $200. Though it doesn't include the base set or base cards set, lol. I'm guessing the target market is pretty narrow though.... people who just recently learned Dominion from getting the base set, and loved it so much they immediately want all expansions?

120
So we have yet another runoff! Some people want to react to gaining. Others want to react to playing actions. Others want to react to emptying supplies. Other people wanted other stuff, but too bad for them; now they have a chance to choose something else.

To carry over a bit of conversation from the last thread... yes obviously supplies emptying will happen less times per game than any other event pretty much. So the reaction would probably have a mechanic that either puts a card back into the supply, or could even just have a rule-changing effect that stops the game from ending on the third pile. And it would have to be a somewhat powerful effect so that it's worth doing even if you can only do it a couple times. But it could work.

As before, remember that anything more specific will be decided later. "Someone gains" might be "you gain" or "an opponent gains". Buy would probably only be used if somehow on-gain were too powerful or breaks something.

121
Ok so we know that our Action-Reaction, when played, will be sometimes terminal and sometimes not. Now let's figure out what the reaction part reacts  to. We'll start broad and narrow it down when we need to.

I've listed lots of general conditions, any of them, if picked, could have other conditions attached, like "When X, if Y..." Or "when you gain a ____" instead of just "when you gain". I think I listed all the ideas from the other thread that didn't have obvious problems. If you want to vote for one that isn't listed, just reply with what it is an I can edit the poll if it makes sense.

Voting closes Wednesday afternoon; 3 days.

122
In preparation for the next poll.... if you have any ideas of events that a reaction could react to, that aren't already published on real cards, please either PM me or just reply here so that they can be discussed. The next poll will be what to react to, and it will include everything that official reactions react to, plus any that people suggest, unless those suggestions aren't practical.

123
Well we had another super close one, so here's the runoff. Our reaction will definitely be terminal at least some of the time, but will it be terminal every time? Or will it be like Conspirator, straddling that line between terminal and non-terminal?

Vote closes Sunday morning, EST.

124
We've decided on making an Action-Reaction card. Let's figure out the top half first. One of the biggest spits/categories is terminal vs non-terminal. We know there's warnings against non-terminal reactions, but I think that mostly depends on what the reaction part is; they don't all have to be Moat. I'm throwing in the village options into the same poll, either this will make the whole process shorter by eliminating the need for a separate village poll, or it will cause another runoff.

To extra-clarify option 4, think any card which sometimes provides actions directly or indirectly, and sometimes doesn't. But only above the line. The reaction part could give actions separately if we wanted.

Voting closes Wednesday morning, EST.

125
Dominion Strategy Wiki Feedback / VP symbol location
« on: November 25, 2015, 11:55:45 am »
Looks like as a result of recent image redoing, my Chrome extension's link to the VP icon is broken now. Can someone provide me the new link to the image file? Thanks!

Currently it ponts to http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png

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