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Messages - GendoIkari

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51
Other Games / Re: Baba Is You
« on: August 12, 2019, 09:26:57 pm »
In addition to GendoIkari's hint, another specific but non-spoilery hint is that it is actually possible to make use of the "Push" text.

I think I cheesed the level and didn't do that.  I'm pretty sure it was cheese because then I never undid the move thing at the top right.

It’s been too long for me to remember specifically; but I think it might be that undoing the move thing allows a different possible way to change the level.

52
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 12, 2019, 03:15:21 pm »
Is the assumption for the new challenge that the new prize will be added to the regular prize pile; so both Tournament and the new card can gain any of the six prizes?

53
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 12, 2019, 02:00:10 pm »
.
Outside of the latter part, is it actually a Duration?

if outpost is a duration, then settlement is just as much a duration.

Definitely correct, but Aquila’s point could be that Outpost itself doesn’t feel like a duration. Outpost doesn’t even technically follow the timing rules for durations (it is done doing stuff the turn it is played; though not until after cleanup of that turn). Possession proves that duration isn’t necessary for creating extra turns.

54
Other Games / Re: Baba Is You
« on: August 11, 2019, 07:05:11 pm »
Hm, I see. Currently stumped by Depths-3: Crushers. Winning is of course trivial. But I have not found a way to make level into anything - and I'm not actually sure what useful things it could be made based on the keywords in the level, either. Probably it would be Text I suppose? Whatever that will do. I feel like the three blocks on the right, the two Is and a Push, must be relevant somehow - but there doesn't seem to be a way to make use of them at all. The only thing I can push over there is Text, and well Text is Push by default. And the only word I can get out is an is, but that feels like I'm missing something.

Ah yes, we had a lot of trouble with that one; it was one that we eventually looked at a hint for.

My very vague and mostly non-spoilery hint would be: SHIFT has an interesting property under the right circumstances. .

Slightly more specifically: SHIFT can act exactly like MOVE if 2 things both shift each other.



55
Other Games / Re: Baba Is You
« on: August 11, 2019, 06:33:42 pm »
I've been playing a little bit more recently, and managed to make some progress where I was stuck. Managed to get the area clear flower from all 10 sub areas (the puzzles just got cooler and cooler with stuff like All and Empty keywords), and cleared "A Way Out?", both Win and End, thus "finishing" the game.

But before I did, I managed to do levels 9 and 10 on the overworld, and... the Level keyword is even more ridiculous. I won the overworld and got to the ??? world. I also accessed the hidden level in the overworld and got the orb - are there more orbs I could have found by now? I kind of wonder. I also managed to get the flower from ABC, and accessed the Depths. I think I reached level 3 or 4 in the depths, which is where I'm currently at. I'm on 131 levels clear, 11 flowers, 1 orb. I think I've managed to find about 185 levels so far, give or take. Everything in these worlds is crazy and breaking my brain, but I'm slowly making progress.

One question I have now is, how close am I to another ending? I suspect I'm not too far, right?
[/quote]

If you look at my recent posts in this thread you will find the total number of levels available; as well as a bit about the 3 orbs. You are somewhat close.

56
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 09, 2019, 10:18:30 am »

But if you prefer this way, you can also drop the "everywhere", it's clearly implied and none of the official cards use it.


Bridge does.


Yeah, Bridge has a similar "issue" to first edition Island and Native Village; where they spelled out something that was already part of the regular rules; which caused a lot of confusion for all the later cards which used the same mechanic but didn't spell the rule out on the card. Not sure why Donald "fixed" Island and Native village in second edition wording, but didn't fix Bridge.

57
Game Reports / The worst game of Dominion
« on: August 09, 2019, 02:25:35 am »
Played Dominion tonight for the first time in at least a year. IRL 4 player game, with jonts no less. The other 2 players were casual/newish players.

Board was:





Someone opened Sir Martin who happened to be on top. I went double Ambassador, jonts got Ambassador + Warehouse.

My ambassadors didn't collide, but one ended up in my bottom 2 cards, and was trashed by Sir Martin before I ever drew it once.

I got a Silver at some point and managed to hit for Dame Molly; jonts got a Knight eventually as well. Sir Martin player was getting very lucky Sir Martin draws and plays; Ambassadors and Silvers being trashed everywhere. was almost impossible to hit, and nothing cost .

Estates drained very quickly from the Ambassadors (all 4 players were playing them). Sir Martin player also got a bunch of Fool's Golds, but only once had 2 in hand at the same time... this was enough for him to hit for a King's Court that he would never get to play. The other player wisely got a Duchy when she finally hit . I got a City; but it was only played once.

Game ended on Estates, Ambassadors, and Fool's Golds. I won with 10 Estates. Duchy player only had 5 Estates or so; Sir Martin player had 7; jonts had the last 2 Estates for 2 points.

In total I think all 4 players combined saw or more 5 times between us. No one had ever.

58
Rules Questions / Re: Silos multiple?
« on: August 08, 2019, 09:23:11 am »
Is there any ruling about executing Silos only once per turn? Could not find any here or in the wiki. Since Silos does not explicitly say "Once per turn" i want to conduct from other rulings (if something turns up during resolving a trigger which apllies to this same trigger it can can be used on that trigger also)  that any Coppers drawn with Silos are also discardable by Silos because it is still "start of turn" .

Any effect that you have that is "at the start of turn" can only be done once in Dominion. Silos is worded the same as Hireling, and you can't execute a single Hireling multiple times to draw more than 1 card at the start of your turn.

If you could do Silos more than once, you could also draw unlimited cards from Hireling, or get multiple from Carvan Guard, or play a Summoned card multiple times.

59
I don't think that Captain is a $7. A simple heuristic is vanilla stuff (sure, there is other stuff like Captain being bad because it is a Duration and misses shuffles and being good because doing stuff at the start of your turn increases concistency). If you play around with it you can easily see that it is weaker than KC. For example Captain-Peddler has net effects of +1 Card, +1 Action, +2 Coins whereas KC-Peddler has net effects of +1 Card, +2 Actions, +3 Coins.

I mean. Sure. But you can't make Captain hit Peddler the second time, and the first is capital-T tricky because you'd need to hit it with a bunch of cost reduction first. Also can you talk through those numbers? I'm not seeing how you're getting them.
Yeah, I meant Poacher, the modern Peddler.

Captainer-Poacher is +1 Coin this turn and next turn it is what Poacher says: +1 Card, +1 Action, +1 Coin
The gross effect of KC-Poacher is triple everything. But you played two cards so you net draw only 1, you had to play an Action to play KC so you only net 2 Actions and you get all the 3 Coins.

Viewing at the net effects of the vanilla stuff never gets the entire picture as it ignores all the important subtleties. But it is a good way to start (in case it is still not clear, when you play a card you gotta do -1 Card and -1 Action to get to the net effects; a cantrip is thus neutral).
This is not sound logic. In order to play KC-Poacher, you need to already have a Poacher, and connect the two. The cost of that is $11 and 2 buys and the cost of connecting.
I don't think you would skip Poacher in either situation, with Captain or KC in the Kingdom. So it is a sunk cost, a decision you made early in the game to improve your economy no matter what.
Anyway, I am totally aware that this vanilla thing is imprecise but it nonetheless illustrates that Captain is likely weaker than KC (impossible to compare Captain with Forge or Expand) and thus priced correctly.
Being weaker than KC doesn't mean that it needs to cost less than it...
Also, you keep ignoring captain's biggest strength over kc, that it doesn't need to collide with anything.

Right, as a basic illustration, this sentence: "Captainer-Poacher is +1 Coin this turn".. actually no. Captain+Poacher, as compared to King's Court+Poacher, is + this turn; because if we're comparing it to King's Court, we're talking about having both Captain and Poacher in hand. Captain gives + if used to play a Poacher from the supply, and the Poacher in your hand gives another +.

60
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 07, 2019, 10:01:49 am »


This should just be orange, not orange and white.

It is also almost strictly better than Merchant Ship.

I'm not seeing that at all....

 - This does nothing at all the turn you play it; which really hurts your current turn.
 - "Gain a silver to your hand" is neither better nor worse than +; it depends on the state of the game and your deck. Very often you'd rather have the +.
 - If you don't keep feeding it, this is trashed and you gain a Curse.

I don't know if it would be stronger or weaker than Merchant Ship, especially considering it's instead of ; but it definitely isn't close to strictly better.

61
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 07, 2019, 09:56:33 am »
"At the start of each of your next four turns" is going to be horrific to track on its own. The rotating thing seems okay, though it reminds me a bit too much of Pokemon :P

I meant for it to still keep the rotating part also; so the rotating automatically acts as the 4 turn tracker.

62
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2019, 05:13:24 pm »
Source gets a new wording to get rid of the Coin tokens.

At the start of each of your turns, you may turn this card by 90° clockwise for +$1, +1 Action, or +1 Buy. If this is upright after rotation, discard this.

(Remark: If this is in the discard pile, the “you may turn this by 90° for ...” will obviously lose track, so I don't need an “if this is still in play”.)

Your remark doesn't hold true, because lose track doesn't prevent someone from turning a card, or from getting benefits from it. It only prevents a card from being moved.

I think you can just go with "at the start of each of your next four turns..." wording similar to Archive. It will be slightly weaker because you can't choose to hold the effect for a later turn; but that will rarely matter because it's almost always the right move to use it asap. Then you also don't need the "discard this" clause because it will just be normally discarded in the cleanup of the 4th turn.

63
Rules Questions / Re: TR + Church - is the Wiki wrong
« on: August 06, 2019, 03:50:32 pm »
I've corrected the wiki to say the following:

Quote
keep the set-aside cards separate and carry out the operations in order: put the first set-aside cards in hand, then trash, then put the second set-aside cards in hand, then trash. You can't trash two of the second set-aside cards, since they won't be back in your hand yet by first time you trash something

The second sentence still seems confusing or misleading to me. Not sure what the "second set-aside cards" actually means; but it could be read to imply that it's the set of cards you set-aside second, in which case the sentence is wrong. It doesn't matter what order you set them aside in; they return to your hand in either order you want. And while it's true that you can't trash 2 cards from the set of cards that you return to your hand second; that's completely irrelevant, because if you wanted to trash 2 cards from that set; you would just return that set to your hand first.

*Edit* Actually the same issue applies to the first sentence. It implies that whichever set of cards you set-aside first has to be returned to your hand first, and that's not correct. You can resolve either duration effect first; so you can put either of the 2 sets into your hand first; it doesn't matter which one is the "first set-aside".

64
Rules Questions / Re: TR + Church - is the Wiki wrong
« on: August 06, 2019, 01:30:23 pm »
Could it be the wiki has it right, but did not say it proper? Should it be more along the line of "you have to do the pick up and trash consecutive for each set"?

While it's true that you aren't allowed to pick up all 6 cards and then trash 2 from your hand, you would need some other weird start-of-turn effects for that sort of thing to matter at all.

65
Forager

You mean Necromancer?

No... Forager counts treasures in the trash, and because of Capitalism, there were a lot more treasures in the trash on one player's turn than there were on the other player's turn.

66
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2019, 12:24:54 pm »
Also, this card hand-gains Silver (not directly comparable to Swindler being a terminal Silver but nonetheless, Charlatan provides economy) which acts at the same time as mild defense mechanism against itself. This is precisely why I have a hard time seeing the "shutdown". Even in an engine with expensive pieces, i.e. little or nothing that costs $3 or less, you can always convert those Silvers into Estates and then Coppers (this is obviously only possible in a mirror or in a Kingdom with other Silver gaining). That's nastier than a Swindler attack but less harsh than a trashing attack.

I completely missed the "gain a silver to your hand" part.

Which, while my own mistake, also goes to show that the card has way too much text.

67
Rules Questions / Re: TR + Church - is the Wiki wrong
« on: August 06, 2019, 12:19:59 pm »
Sounds like you have it correct and the Wiki is wrong... it sounds like it was thinking that Church has you trash one of the three set-aside cards, rather than any card in your hand. Because trashing a card "from a set" doesn't even make sense here.

68
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2019, 12:09:34 pm »
@Gendo -
feel like it's definitely going to shine in strength in kingdoms with a variety of costs - potions, debt, etc. - that there's nothing to change things into.

Also is <4> or <8> cheaper? because I don't think that's ever been errata'd.

Cheaper works the same with as it does with . is cheaper than , , and . It is not cheaper (or more expensive) than .

69
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2019, 11:29:34 am »
i hate that a $3 attack can veto my buy, and that this auto-vetos buying a copper when you've got nothing in play.

This is way stronger than it looks, especially for the price, and especially with the "different type" requirement - if you wanna go that route, go "different name" at the very least.
I think you misunderstand something - this does not veto any buys. It just makes it so that when you buy a card, one of the cards you have in play changes its form. The "if you didn't..." clause in there is just to prevent trying and failing to exchange Coppers when the Curses have run out.

EDIT: You're right that it does veto buying a Copper when you have nothing in play. But that's really a fringe case.

Right but like, it's a constant swindler while it's out; in a kingdom where buys are the only way to gain things, that's way too powerful. Its not even just the first buy in a turn - it's every buy. Way too strong for $3.

Yeah while I don't quite get the use of the word "veto" here; this does seem like this basically prevents players from buying anything a lot of the time; unless they have junk in play. Early on you'll just be trading your Coppers for Curses every time you buy a card, and then when you're out of Coppers; whether because there's trashing or because you exchanged them all; you'll be forced to decide between buying a new action card and keeping your old action cards... it basically turns every card in your opponents deck into a one-shot.
Not really... you can exchange a $3 Action for a Silver and then Silver again for a $3 Action. If you have both in play, the net result will be nothing.

The net result will only be nothing if they have 2 buys and use them both. If they only buy a single card, their deck will have to change every turn. Maybe some decks are resilient enough to handle an engine piece becoming a Silver for a turn, but I feel like a lot of decks can't.

I was wrong about it shutting down buys though. The penalty is generally not going to make you decide to simply not buy a card... unless perhaps you only have s in play. Instead it's just going to act more like Swindler, except a weird Swindler where they have more control over what gets Swindled both from and to.

The more I talk about this, the more I feel like the card is too weak, not too strong... it will feel very annoying to be attacked by it, similar to how Swindler feels annoying. But I don't see a middle ground here... either the card shuts down your opponents deck, in which case it leads to unfun games... or the attack is less harmful than Swindler, in which case it's really, really weak because it's just Swindler with +buy instead of +.

70
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2019, 11:15:19 am »
i hate that a $3 attack can veto my buy, and that this auto-vetos buying a copper when you've got nothing in play.

This is way stronger than it looks, especially for the price, and especially with the "different type" requirement - if you wanna go that route, go "different name" at the very least.
I think you misunderstand something - this does not veto any buys. It just makes it so that when you buy a card, one of the cards you have in play changes its form. The "if you didn't..." clause in there is just to prevent trying and failing to exchange Coppers when the Curses have run out.

EDIT: You're right that it does veto buying a Copper when you have nothing in play. But that's really a fringe case.

Right but like, it's a constant swindler while it's out; in a kingdom where buys are the only way to gain things, that's way too powerful. Its not even just the first buy in a turn - it's every buy. Way too strong for $3.

Yeah while I don't quite get the use of the word "veto" here; this does seem like this basically prevents players from buying anything a lot of the time; unless they have junk in play. Early on you'll just be trading your Coppers for Curses every time you buy a card, and then when you're out of Coppers; whether because there's trashing or because you exchanged them all; you'll be forced to decide between buying a new action card and keeping your old action cards... it basically turns every card in your opponents deck into a one-shot.

71
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 05, 2019, 09:15:38 pm »


I feel that the final "this" could be ambiguous, or at least it confused me. I assume that "this turn" is the "this turn" referred to previously (the turn you're on now, not the extra turn you're getting) but the way the sentence is structured, the focus is shifted to the extra turn, making it seem that "this turn" is referring to that instead. I would swap the clauses so that it's something like "do not discard your in-play cards during clean-up and then take another turn after this one." Maybe I'm the only one who found this confusing though.

Agreed; I can equally read either meaning... "this" could mean "the turn we're talking about now"; which is the extra turn; or it could mean the current turn.

72
Other Games / Re: Super Mario Odyssey
« on: August 05, 2019, 08:44:01 pm »
Also, thoughts on JoyCons vs Pro Controller for Odyssey? I use Pro Controller for basically everything; and it definitely feels better in my hands. But Odyssey seems to have some motion controllers that are specifically designed for the JoyCons being used separately; so I'm wondering if I'm missing out by using Pro.

73
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 05, 2019, 12:14:17 pm »

Sacred Fire
$3. Action - Duration
+$2; you may trash a card.
-
At the start of each of your turns, you may trash a card for +$1.
If you don't, discard this from play and gain a Curse.
(This stays in play)

Probably the wording is not ideal - the idea is to have a Cathedral that can be stopped at the cost of two dead cards. You still can burn the received Curse to reinstate the fire after desecration.

While it's hard to compare a card that you have to buy, then draw, then play; to a project that you only have to buy... isn't this just a stronger Cathedral in every way; with Cathedral already being a super strong must-buy "card"?

74
Other Games / Super Mario Odyssey
« on: August 05, 2019, 10:35:53 am »
Finally started this yesterday; been looking forward to it for a long time.

Fun so far. Even though the plan is to play it with my wife; I think we'll still to 1 player mode... 2 player feels awkward, where you really have to both be in sync. It's a neat idea, but seems like it would only be suited to 2 players who are both already really good at the game; not for a casual playthrough.

It's a fun time exploring things. Not quite the open world experience of BotW, but still plenty of stuff to just explore. The game play feels smooth and fun; the regular 3D Mario platforming is all there; and the hat just control really well.

 I am a bit confused about the "story quests" though; can someone explain how the actual requirements work? So to leave an area, you have to collect a minimum number of moons (at least for the first couple of areas; I'm assuming that basic mechanic stays the same). But aside from collecting random moons, there is always an active "story quest"; not actually sure what that's called... Mission? Quest? Thing? Anyway, you can do that main mission, but do you have to? Is the moon you get from the active mission any different than any other random moon?

For example, in the sand world, we got the required 16 moons needed to go to the next area, but we did so without completing "Showdown on the Inverted Pyramid". This allowed us to leave to the next area. We came back to fight the boss on the inverted pyramid, but was that completely optional? I'm assuming that if we had just done the story moons and not found other random ones, then even after completing all story, we still would have to find 16 total moons before going to the next area.

75
Other Games / Re: Mario Maker
« on: August 05, 2019, 10:26:38 am »
I uploaded 2 new levels; both "Uno Mas" levels. For those who don't know, "Uno Mas" levels are a genre of level designed to just show one weird or interesting mechanic; generally something unexpected with how the physics engine works.

Named for a time when CarlSagan42 spent all night long playing levels like this; declaring that he was just going to do one more after each one.

Level code: 1M3-70F-4SF

Dunno the other level code; but it would be faster to just find it from my profile instead of typing another code anyway.

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