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Messages - GendoIkari

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6001
Dominion General Discussion / Re: Ferry
« on: April 20, 2015, 04:48:33 pm »
I'm just really looking forward to gaining Nobles with Ironworks, that's going to feel good.

EDIT: other effects off the top of my head:
- set aside a $5 or $6 card with Prince without the need for Black Market/Quarry chicanery.
- make Peddler free with just 3+ actions in play.
- create "shortcuts" for Remodel-type cards (hey look, I just Upgraded an Estate into a Margrave)

Sure, but all these things could be done with Highway / Bridge / Princess already. Especially Highway. I'd imagine that Peddler is a terrible card to put the token on.

Well, Upgrade does gain a new trick. You can now Upgrade a $6 into a $5, (or any card into a card costing exactly $1 less). Even Highway can't make that happen.

6002
Dominion General Discussion / Ferry
« on: April 20, 2015, 04:34:07 pm »
So Ferry can do some things that have never before been possible. A couple off the top of my head:

-Buy a Border Village, gaining a Grand Market (or other $6 or $7 card, but this gets around the Copper restriction).
-Use Band of Misfits as a $5 or $6 card.
-With Haggler in play, buy a card, gain another copy of that card, or one that costs $1 more than the bought card.
-Trash Catacombs, gain a $5 or $6.

Others?

6003
Dominion: Adventures Previews / Re: Adventures Non-standard Openings
« on: April 20, 2015, 04:08:36 pm »
Mission/Ferry could be a thing if you're Ferrying a $6-cost. Maybe Mission/Plan if you're Planning a $4-cost?

I opened Ferry/Plan once, which could probably be good sometimes. But I screwed up and put the tokens on some terminal that you only want 2-3 of.

6004
B5: Fugitive.

6005
Variants and Fan Cards / Re: Ideas Inspired by Adventures
« on: April 20, 2015, 10:58:22 am »
I think Caravan Guard's reaction is alright. It doesn't counter any attack (not even Troll Bridge, in my opinion),

Yeah I don't get the idea that it counters Troll Bridge at all. That's like saying that Laboratory counters Militia or Ghost Ship, because you'll get to draw 2 cards to replace the 2 you lost. Well now, you still end up with 2 less cards than you would have had without the attack; and with Troll Bridge / Caravan Guard, you still end up with $1 less than you would have had without the attack. Though the reaction part sort of "delays" the attack, because you end up with the the same amount of money on your upcoming turn as if the attack hadn't been played, but you get $1 less on the turn after that, since Caravan Guard is no longer sticking around waiting to give you that $1.

6006
Dominion: Adventures Previews / Re: New mechanics
« on: April 19, 2015, 11:05:01 pm »
So that's a quality answer...except for the Tunnel waffling bit. So if a reaction can be triggered by a card that is being placed into your discard pile, it is not clear to me why this disallows something going into play from your Tavern mat being a reaction. That said...it being a Reserve might basically cover the case, anyway. And, to date, there are no cards that allow you to react to reactions specifically...I think?...so maybe it's just a metaphysical question, and metaphysics doesn't really pay.
"Reaction" isn't "this has an ability that functions other than when played." Obv. Mint, Catacombs, etc. have such abilities and are not Reactions.

Instead the idea to "Reaction" is to use color to help remind you that a card is usable at an unusual time. When-gain and when-trashed already involve the card, so we don't need to draw attention to the card. But Moat is just a bystander to the attack; we can help you out by calling attention to it.

Tunnel being discarded involves Tunnel, but it seemed good to call attention to it anyway.

Reserve cards as a group function at unusual times and are a special color. They've got this covered.

Was there ever a thought to not having reserve be a card type? Unless I've missed something in one of the new cards, there's nothing that makes reference to the type, nor do they have any special rules associated with them. So they would function just fine without the type. Even the different color isn't necessarily much of a necessary reminder, because those cards are sitting there on your Tavern Mat anyway; they aren't mixed in with other cards like reactions are (except perhaps some Coppers from Miser).

6007
Dominion: Adventures Previews / Re: Favorite Cards
« on: April 19, 2015, 01:45:57 pm »
Artificer seems really weak to me.  I can't get excited about a card I'll rarely be able to justify.

I like events the most.

I don't see how a $5 Peddler could be called "really weak". Even without any other abilities, all the $5 Peddlers can still be ok. And the ability got artificer seems like it has a lot of potential.

6008
Dominion General Discussion / Re: Homage to the Best Card
« on: April 19, 2015, 12:36:48 pm »

Whoa! I had not thought of this. Awesome.

I wonder if this will ever be a thing. I'm guessing not, because if you don't connect tactician to TR/KC, then it's a terrible place for the token.

6009
Rules Questions / Re: Travellers from Black Market
« on: April 19, 2015, 12:28:43 pm »
Anyway it wouldn't be like Donald X to make rulings that contradict the Rules as published.

Except when he totally did that for Hermit/Scheme.

How so?

http://wiki.dominionstrategy.com/index.php/Hermit#Other_Rules_clarifications

This was more the rules disagreeing with the actual text on the card.

But this was a case where an example in the rule book was mistaken; it didn't follow the actual rules. Donald didn't change the rule, or rule differently than the rules said; he simply said that the printed example was wrong. Examples in rulebooks are never meant to create new rules.

6010
Other Games / Re: Castles of Mad King Ludwig
« on: April 19, 2015, 01:10:53 am »
Well I looked up Ted Alspach after you asked, because I figured you were probably asking because they were by the same designer. Found out he also made One Night, which I like a lot.

6011
Other Games / Re: Castles of Mad King Ludwig
« on: April 18, 2015, 11:56:16 pm »
I've neither played nor heard of that one.

6012
Other Games / Castles of Mad King Ludwig
« on: April 18, 2015, 10:15:54 pm »
Finally played this, though I've had it since last year's BGG.con. It was great! Very simple in rules and mechanics; very complex in strategy and tactics. Lots of calculations to do on almost every turn.

6013
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 18, 2015, 08:47:15 pm »
Ok, I get it now. But it does seem a lot more minor than tracking which Pawns gave you money or which Stewards gave you money, etc. I mean, moving a token is going to be pretty rare I assume (you put it on the pile that it was best to put it on; you don't want to be moving it usually). Playing it mid-turn would be possible, but I wouldn't think it's much of a concern. Makin it a reserve simply lowers its power.

6014
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 18, 2015, 08:01:44 pm »
I think the reserve/start-of-turn thing has more to do with helping tracking and less to do with power.

What do you mean? What tracking issue could there be if you simply got the effect when you played teacher?

6015
Dominion: Adventures Previews / Re: Favorite Cards
« on: April 18, 2015, 05:20:50 pm »
I think it was jonts who destroyed me with artificer. Discard 8 cards, get a province, then draw them all again, discard them again, get another province.

I predict that artificer will play out similarly to horn of plenty. They both need similar decks.

6016
Surely wine merchant should be compared to merchant ship? Both give $4 total. Merchant ship splits over 2 turns, wine merchant give a buy but is semi-one shot.

6017
Okay so if someone plays Warrior, I actually discard the card before it's trashed?  Which means that if it's Tunnel, I can reveal it to gain a Gold, covering it up so that it's lost track of, and it doesn't actually get trashed?
I'm not sure about this... If you discard multiple at once, then a card can get trashed even though it's been covered up, in the same way that Tunnel can be revealed even though it's been covered up. So I don't see why covering it with Gold would protect it.
The discard and trashing is resolved one-at-a-time, not "first discard all, then trash all that meet criteria".  So that doesn't disprove.

It's pretty counterintuitive that you get to keep the tunnel...an interesting case.

Ah, from the faq wording, which I was looking at, it sounded more like discard all then trash. But from the wording on the card, you're right. So Tunnel very well could save itself; will definitely need a ruling on this one.

6018
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 18, 2015, 04:07:17 pm »
I was not expecting them to have those kinds of permanent effects, but it's very fitting. And also suits the last guess, except Teacher uses existing tokens and Champion gives a different sort of benefit as a second permanent Duration.

Teacher seems very flexible; its Reserve status seems mostly like a downside but it does mean you get to make a decision based on what will immediately benefit you. Interesting that it can't stack tokens, but the events that place those tokens can.

Yeah, my feeling was that no stacking tokens weakens it a good bit, which must mean that it was way too strong without the restriction (just assuming that the first idea didn't have it). The reserve does seem that it's mostly just meant to delay your token even more than it already is. So it didn't sound nearly as strong to me as Champion, but who knows.

6019
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 18, 2015, 03:55:12 pm »
So in my opinion, Champion is a lot stronger than any of the guesses here. That's mostly just based on speculation; I've only played it once.

6020
Okay so if someone plays Warrior, I actually discard the card before it's trashed?  Which means that if it's Tunnel, I can reveal it to gain a Gold, covering it up so that it's lost track of, and it doesn't actually get trashed?

That sounds correct.

I'm not sure about this... If you discard multiple at once, then a card can get trashed even though it's been covered up, in the same way that Tunnel can be revealed even though it's been covered up. So I don't see why covering it with Gold would protect it.

6021
Some of the Travellers might be more useful than their exchangees.  Treasure Hunter in Feodum games.  Also Soldier turns attacks into a +coin sort of; this could be good with cantrip attacks (Urchin/Familiar).  I don't know.

Definitely. Once you get one of the top level, anyway. I remember choosing not to exchange other travelers several times. Especially to avoid Treasure Hunter. Also, sometimes you have Disciple with no actions in hand. Happened to me and my opponent; we both chose to play it for the exchange anyway, but it's an annoying decision.

6022
Miser lets you Pirate Ship yourself. I like it.

I loved Miser, especially when I was able to multi-play it with Royal Carriage. It presents some difficult choices, do I want $4 now, or another copper out of my deck and $5 for my next Miser? I guess Pirate Ship has the same situation (except there you risk getting nothing if you don't take the money). I ended up with all 7 Coppers set aside. And I may have had my action token on Miser too.

6023
Dominion: Adventures Previews / Re: Rule book with all card texts up!
« on: April 18, 2015, 10:40:53 am »
I assume that the cost-increasing duration attack turned into Bridge Troll somewhere along the line.

Technically it turned into Cutpurse. But it seems like Bridge Troll is another variant of it.

6024
Dominion General Discussion / Re: Ranking Events
« on: April 18, 2015, 10:35:49 am »
I said separate, but then quickly changed my mind, but I can't change my vote. The thing is, to me the idea of the rankings is "I have $4 to spend, what's the best thing to buy?" So a $4 event and a $4 card work in much the same way there.

I think 1-2 should just be changed to 0-2.

6025
Dominion: Adventures Previews / Re: Rule book with all card texts up!
« on: April 18, 2015, 10:33:05 am »
I'm confused. Donald mentioned two 12-card piles, but Distant Lands is the only Victory card I saw. Is there a non-Victory card with a 12-card pile?

There are twelve ports.

Did we have 12 in DC? I don't remember it being special.

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