Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - greybirdofprey

Filter to certain boards:

Pages: 1 ... 3 4 [5] 6 7 ... 11
101
Dominion General Discussion / Re: Interview with Donald X.
« on: October 08, 2018, 09:35:47 am »
What's your main misgiving about working with big data from the online implementation?
When did you stop beating your wife? I don't have misgivings about working with data from the online implementation.

Is it because of never working with data from the online implementation?

102
Dominion General Discussion / Re: card ranking lists
« on: October 08, 2018, 09:31:11 am »
Two of the things I noticed was how low Raider is listed (I've always thought it very nasty) and that SCOUT ISN'T THE LAST CARD!!!!!

How exactly is Transmute under scout?

103
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.

Also Silos, like Cellar, Storeroom, Secret Chamber, Warehouse and Vault, is a storage location.

104
Is Innovation working properly in the preview? If I gain a Witch, it will draw two cards and deal a curse, but then - even if I have extra actions and buys - I can't play actions or treasures that I draw.

That seems to make some amount of sense, but it's far more limited of an effect than I guessed for $6.
I dunno.  It's pretty sweet in the curse battle to dole a curse out immediately without having to cycle through your deck to do so. REally same with any attack. Also great with gainers etc.  Plus since its on first buy, if instead of witch you played militia, you'd get 2 more coins to buy with and the attack.

So far i think innovation is pretty strong.

The way I read it I think it should not cost an action.

Same with for example Throne Room or Cultist.

Not sure what you're responding to; the thing you quoted didn't imply that it would cost an action. But you are correct, any time an effect instructs you to play a card; playing that card does not require spending an action to do so.

"Is Innovation working properly in the preview? If I gain a Witch, it will draw two cards and deal a curse, but then - even if I have extra actions and buys - I can't play actions or treasures that I draw."
I don't like breaking quote trains.

105
Is Innovation working properly in the preview? If I gain a Witch, it will draw two cards and deal a curse, but then - even if I have extra actions and buys - I can't play actions or treasures that I draw.

That seems to make some amount of sense, but it's far more limited of an effect than I guessed for $6.
I dunno.  It's pretty sweet in the curse battle to dole a curse out immediately without having to cycle through your deck to do so. REally same with any attack. Also great with gainers etc.  Plus since its on first buy, if instead of witch you played militia, you'd get 2 more coins to buy with and the attack.

So far i think innovation is pretty strong.

The way I read it I think it should not cost an action.

Same with for example Throne Room or Cultist.

106
Dominion: Renaissance Previews / Re: Renaissance 'canon'
« on: October 04, 2018, 01:08:29 pm »
Despite there being four members of the Acting Troupe, and it producing four Villagers, I still think of Acting Troupe as just drawing more people to your kingdom, not as laborers themselves.

But then why do they dissapear after acting once?

Do they leave your kingdom like a travelling fair, or are they so dissapointed by there only being four visitors that they promptly disband?

Or were there a lot more people but all but four of them followed them out of your kingdom?

107
Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: October 04, 2018, 09:21:00 am »
Jomini means “potions” by “pot”, in case anyone else was wondering.

Jomini thinks people reading this board will assume that "debt or pots" clearly refers to brownies because that, and only that, could possibly make any contextual sense with the rest of the sentence.
Mn, wh nds vwls? Th mnng f th sntnc s clr wtht thm.
You can aslo jsut smrbclae wrdos as lnog as you lavee the fsrit and lsat lteerts in the smae ptsiinoos.

Why can I read this with no trouble whatsoever.

108
The only ones I can't quickly think of a story for are Lookout/Sentry with regard to structures/locations. They see an Estate and... ?
... the invading hordes who are approaching it (the ones the master said to watch out for) ... and they do nothing.

So you deliberately buy bad sentries/lookouts hoping that word will get out so people will invade your cost-inefficient Estates and Copper mines and take them from you?

Works for me.

109
Dominion: Renaissance Previews / Renaissance 'canon'
« on: October 04, 2018, 07:39:06 am »
How are the new cards explained 'canon-wise', insofar that is possible?

For example:

Acting Troupe.
When you play an Acting Troupe, you tell them to disband so they can work on something else later.

110
It gets better in kingdoms with no to bad trashing.

How well does Swashbuckler big money work?

111
You stab him in the heart.
Is that what trashing means? I never realised. I feel so bad. I'm not sure I can play this game any more.

You thought Knights were just tickling everybody?  And Graverobber, what does he do?  Death Cart?  If you have alternative narratives, they might be entertaining...

I understand 'trash' to mean 'remove from your dominion', by whatever means, violent or otherwise. The narrative depends on what causes the card to be trashed.
I suppose in the absence of knowing what was trashing my Flag Bearer, I naturally assumed a non-violent explanation. Because I'm that kind of person.

But certainly there are lots of possibilities; could be stabbed in the heart by a knight, could die of natural causes and be carried away in a death cart, could be promoted (upgrade your Flag Bearer into a Governor?), could be traded away for silver, or could be pushed into the sewers.

Also depends on whether it's a person or a structure/location.

With Sauna you can lock someone up and kill them Hitman-style, but if it's say, a village, maybe you destroy the village and use its wood to fuel your Sauna?
With Chapel/Bishop/Temple/Monastery/Priest you donate something to the church.
A lot of cards let you 'sell' something or use its resources to improve it into something else.
The only ones I can't quickly think of a story for are Lookout/Sentry with regard to structures/locations. They see an Estate and... ?

112
Swashbuckler loves Dungeon, Silos, Hamlet...
but ESPECIALLY Plaza.

113
Silos looks the most mistranslation-prone of all Renaissance previews so far.


114
I don't think it matters but would it be Steward trash - Steward trash - Sewers trash - Sewers trash or Steward trash - Sewers trash - Steward trash - Sewers trash? Or can you do both?

115
Will there be interactive Projects? We had interactive Events (Tax/Raid) and Landmarks (every Landmark that says 'put X VP here per player', for example). I can think of some but won't name any because this isn't 'variants and fan cards'.

116
If an Ambassador causes everyone else to gain Flagbearers, who ends up with the flag?

I think Attacks are usually handled clockwise starting at the left of the player. Same with interaction effects. Most of the time it doesn't matter so in practice people just do it as soon as it's played. Unless otherwise specified of course, like Masquerade.

An example: it's a four-player game with one Curse left. Someone plays Witch.
Or it's a four-player game with one Gold left, someone plays Vault, and everyone else has a Tunnel in hand.

117
Like if the first thing you thought when you saw Scholar was "ITS PROFESSOR SYCAMORE!"

I thought "I am a scholar. Neat."

118
Has Ill-Gotten Gains + Monastery been mentioned? I just had a game with it.

119
Five Artifacts and two Attacks already means seven first-order interaction cards.

Swashbuckler is another interesting use of Coffers, like Butcher.

Plus all of these force decisions: how many Flag Bearers do I want? Should I save my Coffers? Do I gain a Copper to reach that price point? I like those. Plus I like 'do one of these'-cards in general.

This has been the most exciting preview for me so far.

120
Come to think of it, I will have to think about which Villager-giving cards count as 'Villages' in my random kingdom generator.

I think it’s a case-by-case thing. Acting Troupe and Recruiter count as villages. Sculptor and Silk Merchant don’t.

I think they should all count. They all enable more than one terminal action to be played in the same turn.

For pedantic purposes, sure. For a kingdom generator, no.

Isn't the purpose of "always include a Village" in a Kingdom generator more or less to "always provide me with a way to play multiple terminals per turn"?

To borrow an old saying: Knowledge is knowing that Silk Road is a village. Wisdom is not trying to use it as one.
...and true mastery is realizing that Silk Road isn't an action at all!

(sorry, sorry)

Mountain Village is an obvious yes.
Sculptor is a no as it only provides at most one Villager on each play.

Acting Troupe and Recruiter are harder, they can provide more than one action on each play, but Acting Troupe's actions are limited by the Acting Troupe piles and Recruiter's actions are limited by every pile with a value of $1 or more. Although, looking at what my program already has, Procession has the 'village' tag, and it requires an action sacrifice to do so, so Recruiter would be a 'yes'.
By the same reasoning Recruiter should be a village, even if there's only ten of them.

Silk Merchant is hardest, as it doesn't give Villagers on play, but on gain/trash. With Lurker or a gainer + Watchtower it can be. Intuitively I would say 'no', but I want a better reason.

Isn't the purpose of "always include a Village" in a Kingdom generator more or less to "always provide me with a way to play multiple terminals per turn"?

Yes. With the inclusion of 'assuming there's cards with +1 action', so Throne Room variants and Teacher/Lost Arts also count.

Although in my generator there's a bunch of properties, like 'village', and you give it a minimum and maximum for those kinds of cards, so I can say 'I want 1 to 3' villages and it will give a kingdom with one of those amounts (if possible).

121
Some plausible future card names that would be doublets of existing cards: Peon, Money, State, Esquire, Eremite, Fief, Fee

Less likely ones: Bench, Fabric, Place, Guy, Wit, Fjord

Using such similar words might eventually cause translation difficulties, if that hasn't already happened.
Some cards have translation difficulties in Chinese. Such as Thief/Bandit/Rogue.

I still have nightmares of O U D E   B E K E N D E.
(they translated 'familiar' to 'old acquaintance')

122
Come to think of it, I will have to think about which Villager-giving cards count as 'Villages' in my random kingdom generator.

123
Ducat is strictly better that Candlestick Maker
It is not. Treasures and non-terminal Actions are similar but not identical.

Let's take a hypothetical Action-Silver: +1 Action +2 Coins

I dare to claim that it would have to cost $4 because a lot of cards prefer that over Silver: Throne Room variants, draw-to-X, Scrying Pool, Golem, Herald, Ghost and probably a bunch I forgot.
The advantage of the Treasure over the Action is that it cannot be drawn yet. I think that the former on average outweighs the latter.

There are quite a bit of terminal draw cards (which prefer silver as it can't be drawn dead), and there also are quite a bit of cards that interact with silver. I'm too lazy to count but I think on the whole they're pretty close, or at least close enough not to have a substantial advantage over one another to warrant a cost of $4.

If you want to count there's the Action, Treasure, and Terminal Draw pages on the wiki (the last of which also holds draw-to-x).

Also don't forget that Action-Silver is easier to three-pile, assuming it's a kingdom card.

124
I like how, since Empires, most attacks are either not that powerful or self-limited.

125
As far as I can find there is no niche case where you can benefit from the virtual coin you can get with priest + night trashers.
It's Ball.

Nice.

I totally forgot about the -$1 token.

Pages: 1 ... 3 4 [5] 6 7 ... 11

Page created in 0.067 seconds with 18 queries.