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 - Timethief

Filter to certain boards:

Pages: [1]
1
Dominion League / Re: Season 20 - Results
« on: March 07, 2017, 10:58:32 am »
E3

Timethief 3:3 Eselka

2
Dominion League / Re: Season 20 - Signups
« on: February 09, 2017, 08:30:24 pm »
Hey, i want to sign up to the league
Name: Timethief
Timezone: Europe/Berlin
Rating: I suspect my isotropic rating to be too low

3
Dominion General Discussion / Re: Next expansion
« on: September 12, 2016, 01:05:18 pm »
-I would really like an expansion where the existing themes are reimbursed, aka an expansion containing cards that haven't made the cut in existing expansions or would add in the existing theme. More travelers from adventures, more tokens for teacher, more debt cards etc etc.

Why would you want an expansion of outtakes? I mean those cards were cut for good reasons.

There can't be any more tokens for Teacher without errata for Teacher. Teacher specifies right on the card which tokens you can move with it.

produce a new teacher card with an altered text and place it in the expansion

well, from what I read I get that the idea for Storyteller is rather old, however the mechanism wasn't there yet. There can be more for some cards to not make the cut. I think this would be a nice way to implement cards that were not ready when the expansion was released but they still cover the main theme.

4
Dominion General Discussion / Next expansion
« on: September 12, 2016, 06:57:03 am »
I know, Empires only is out for a few month now, however I was asking myself if there was are plans for the next ones, and what form it will have.

My two cents:
-I would like an expansion utilizing potions again
-I would really like an expansion where the existing themes are reimbursed, aka an expansion containing cards that haven't made the cut in existing expansions or would add in the existing theme. More travelers from adventures, more tokens for teacher, more debt cards etc etc.
-A promo card for those owning all expansions?

5
Rules Questions / Hamlet, Tournament - Clarification needed.
« on: September 10, 2016, 04:11:37 am »
I own the German version of Cornucopia. I got it last year, published by Rio Grande.
the German text however differs from the English.

Tournament: The German text reads: [...]Each player may discard a province[...] whereas in English and the wiki it reads [...]Each player may reveal a province[...]

Hamlet: The German text: You can discard 0 cards gain no bonus, 1 card for +1 action, 2 cards for +1 action and +1 buy.
In the English version hamlet works as : discard 0 cards, no bonus, 1 card for either +1 action or +1 buy and 2 cards for +1 action and +1 buy.

These alteration don't look like a lot, but they alter how the card plays in significant ways.

I would love to get some clarification which version is the correct one, are these cards getting a re-balance?

6
Dominion: Empires Previews / Re: Empires - A second look
« on: August 20, 2016, 04:25:47 pm »
Big Money essentially becomes unplayable.
Yeah, but who would play BM anyway?

Well, I'm not saying everyone should play BM, but its nice to have the option though.

7
Dominion: Empires Previews / Re: Empires - A second look
« on: August 19, 2016, 02:32:29 am »
well, lets take bandit fort. its a landmark that gives negative vp for each silver/gold. Big Money essentially becomes unplayable.
wall, negative points for ever card over 15. again, bm/slog quite unlikely to be successful.

8
Dominion: Empires Previews / Empires - A second look
« on: August 18, 2016, 01:54:35 am »
After having played multiple empires games now, here are my second thoughts on the expansion.

Empires can turn really frustrating (with legionary). Once you breach a certain threshold and got your deck into position i fell like empire cards really shine. Wild hunt becomes a real beast, that, if you are set up well can control and lets you pick up VP tokens and tons of cards each turn. Overlord, as the name suggests, can, depending on the board, be the dominant card. I've played several rounds only buying overlord and winning the game. Empires often brings real power into the kingdom.
But that power comes at a cost. The cost is diversity. Were previously 2 or 3 potential successful tactics on the board the landmarks in particular, events and empire cards often reduce it to one, competing strategy.

I feel this loss of versatility is the biggest weakness, especially if we gaze into the future to potentially new expansions.
Empire is a power boost and if new expansions want to compete with it i fear there will be more dominating cards dividing the game into pre empires and post empires or empires will keep dominating unless the sting of some of its bites get softened.

In very short: Empires offers extremely strong cards. These cards are dominating enough to wipe out alternative strategies on the the board. Its very hard for inexperienced players to compete.

9
Let's Discuss ... / Re: empires: tax
« on: July 25, 2016, 02:52:17 am »
I only played one game with Tax so far.

The kingdom was rather cheap, 3 2$ ;2 5$, one 8 D, rest was in between.

A noticeable effect was, that the game was slower. people were reluctant to break open new piles.
The starting  turns were effectively reduced by 1 - 2 $
Tax only got bought 2 or 3 times during the game, each time to seal off interesting action cards all 3 of us wanted to have.

A second effect was that the starting bonus is nullified, in fact, you start stronger as the last player in line as the most interesting opening cards may have been freed from tax.

I think Overlord and BoM benefit hugely from this event. (I had Overlord in the kingdom, though no one else grabbed one.) You sometimes want one special card in your deck.

10
What i don't like about stealing/trashing a card on buy is that it scales badly with multiple players. If you only reveal the card, the player to be hit first gets the worst result, and other players have been warned. If you decide to only use it later to avoid that, it becomes political. Both of these points get much worse when the card is discarded or played, as you are much likelier to be save once your right neighbor was hit. Or, llet's say it like this, your adjacent right neighbor is a much worse threat than his right neighbor. It also allows kingmaking - let player X keep his card, steal the card from player Y. Oh wow, why does player X have more Provinces than player Y, surprise.

That leaves aside the mechanical issues, i'm just talking about design here.

well, you can hold the card back and attack the player in the lead, you are not forced to play it.
another fun idea to avoid trashing : every player puts a card from thier hand with the bought card in the center. The played cards get shuffled and everyone draws one into thier hands

11
First of all, if I understand it correctly (you reveal the card like a Reaction and then it is an Attack so other players can play Reactions as in the case of normal Attack) ReactionAttack is a cool idea.  8)
There is the theoretical potential for infinite loops but if you carefully check your cards you can easily avoid them.

Illusionist is strongest when it trashes a Province/Colony. This is obviously a very strong ReactionAttack but on the other hand if the card costs 5$ and does nothing active the opportunity costs are high. I'd try it out.

yes, that's the mechanism i envisioned. To avoid the infinite loop you would have to discard it. That way someone buys card x -> you play reaction attack -> they can play reaction (moat to stop it or market square to gain a gold a.e.).
The card would only have this ability, as it is  so strong, so you have high cost to gain and it blocks a spot in the hand.


If you gotta discard Thug to get the VP this is virtually identical to "+1 Action, +1VP. If you don't this scales badly as you get on average double the amount of VPs in 3P games relative to 2P games. On the other hand I like that it triggers on buy, i.e. other players can avoid it via gainers and so on.
You could consider implementing as Duration. It doesn't undo the scale issue but avoids rule ambiguities associated with revealing several times:
"While this is in play, when another player buys a card +1VP."

actually i thought of it first as a duration with +1 action. On the other hand, if you play it as a duration players are aware of it and may plan accordingly. If you reveal it you generate at least once a surprise effect.

12
Dominion General Discussion / Re: My first Empires games
« on: July 21, 2016, 05:50:57 pm »
I played my first 3 empire games yesterday, 2p.

we played the all empires variant, though i must admit the basic intro was more fun than the advanced (but im sure we didn't check all possibilities).

the third game was tomb of the rat king with dark ages. This was, at least for me real fun to play. rats and fortress make a great vp source. he gave up eventually when i had a solid vp lead (20/25) and was about to start greening.

13
Illusionist:

When another player buys a card you may discard the Illusionist and trash the gained card.

Thug:

When another player buys a card  you may reveal the Thug and collect 1 VP.

both are obviously 5+ worth, maybe a potion added for Illusionist.

These have some rules issues...

With Illusionist, having the "attack" type wouldn't do anything other than cause confusion. The only thing that having the "attack" type does is to allow cards like Moat to be revealed when the card is played. If you can't play the card, you can't ever reveal Moat in response to the card. Note that Ill-Gotten Gains doesn't have the "Attack" type.

Aside from that, it reacts to the player buying the card, which happens before they gain the card; so it wouldn't have been gained yet when you try to "trash the gained card". You could just change it to on-gain though. And I'm pretty sure that currently you can't ever trash another player's card; all trashing attacks force the other player to trash a card. This matters for things like Market Square.

I agree that the mechanism might need some tweaking, also in wording...
however, the basic idea is that I can disrupt someones buy by discarding (playing out of term) the card. i would totally allow an reaction like moat to break the attack, or market Square to alter they gain.


With Thug, it's not clear why you would want this to be an attack; it doesn't hurt or slow down your opponents. If the argument is that they will be more reluctant to buy a card in case you have it, then you Fool's Gold should be an attack for the same reason.

But more importantly, with Thug, there's nothing stopping you from revealing it an unlimited number of times for unlimited when an opponent buys 1 card.

Thug would basically be a positive version of swamp hag. instead of those buying gaining a curse, the attacker would gain a VP.
This will force you to evaluate whether you want the card more than someone else gaining a VP, possibly stoping the buy.


Oh, and welcome to the forums!

thank you

14
Illusionist:

When another player buys a card you may discard the Illusionist and trash the gained card.

Thug:

When another player buys a card  you may reveal the Thug and collect 1 VP.

both are obviously 5+ worth, maybe a potion added for Illusionist.

15
Goko Dominion Online / Re: Cornucopia Act 1 Game 8
« on: July 19, 2016, 07:48:09 am »
Any new insight? I am hitting there a wall as well.

Pages: [1]

Page created in 0.048 seconds with 19 queries.