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126
Other Games / Re: Temporum rules
« on: October 03, 2019, 08:42:02 pm »
If you have Detective in play, and no cards in hand when Neolithic Renaissance triggers; do you draw 3 or 4 cards?

Detective says when you have no cards in hand and draw, draw and extra card.

Neolithic Renaissance says each player draws until they have 3 cards in hand.

Depends on if the draw from Neolithic is one at a time or not it seems.

This is answered in the rulebook: "Detective: This doesn't help when you draw up to 3 cards via Neolithic Renaissance; you draw one card, draw an extra card due to Detective, draw another card and now you are at 3 cards and stop."

127
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 27, 2019, 07:18:30 am »
Question: Does Inheriting something change the type of the Estate pile to Action - Victory during your turns as well (which has implications for other events and Teacher, etc.)? I don't think so, but just wanted to verify.
No. Normally you go by the randomizer card. Estate once had one for some reason and now does not. But, the "pile" is still always the printed Estate.

I believe dbclick stumbled over the omitted "your" as i did:  What about other players Estates? Does Rabble discard them, if i inherited something?

Yes.

128
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 24, 2019, 09:31:58 pm »
Can you explain how Tunnel works with the new rules? I remember someone saying that you can't use Tunnel's Reaction over and over because it gets covered up by the first Gold gained.

To reveal Tunnel for Gold, you have to discard it. If you can only discard it once, you can only reveal it once.

Does this mean the interaction becomes a ridiculously abusive Grand Market Village? Does the same abusiveness apply to Death Cart?

To get $2 from Mining Village, you have to move it from play to trash. Band of Misfits doesn't move it to play, so that doesn't work. Same scenario with Death Cart.

This seems horrible to track. It also seems counterintuitive to the point of doing something that clearly isn't written or implied on the card. The new text just says play the (Duration) card but leave it in the supply. To me this implies that you simply don't get the benefit at the start of your next turn(s) that you normally would. I see nothing in the text that would make me think I have to leave BoM in play instead of discarding it as usual.

There's also nothing in the text for any Throne Room that implies that you keep Throne in play with a Duration it replayed. It's only in the rulebook. How has no one complained about this?

129
Other Games / Re: Celeste
« on: September 24, 2019, 10:37:41 am »
I stopped quite a few screens before the door. I was in one of the first screens with the blowfish, I was supposed to dash into it, boost myself across some spikes, then dash back to that fish so it would blow me into another and so on. I kept not being able to bounce hard enough from dashing into the fish to clear the spikes without using the dash I needed to go back to the fish afterwards. After feeling rather frustrated with some of the screens in Core (and beating them through sheer persistence rather than skill), I thought it was a good spot to end.

This is the exact one I’m stuck on as well. The great thing about this game is that each screen is two challenges: the puzzle of figuring out what to do to beat it, and then executing the platforming moves. In this one though it seems pretty obvious what to do, but very hard to pull off.

Are you holding jump after bouncing on the pufferfish? I dash into it, and the momentum from the dash, plus holding jump allows me to get over the spikes.

130
Other Games / Re: Celeste
« on: September 23, 2019, 06:39:01 pm »
So I got Celeste for free through the Epic Store some time ago, and finally decided to play it this week. Beat chapters 1-8 (~130 strawberries, ~1800 deaths), tried chapter 9 but it quickly looked like it would require more skill than I have (then I checked the whole thing on youtube, and there's zero chance I beat that).

You are required to beat several (or maybe all?) of the B and C sides before you can beat chapter 9.

Except if you watch some speedruns, you will realize you can just dash through the heart door (and it's not even that hard to do).

131
Other Games / Re: Celeste
« on: September 10, 2019, 06:40:42 pm »
I'm guessing that's a thing I can't access since I couldn't find all the berries.
Chapter 9 is a free DLC that just came out. At least for the parts I've played through so far, it doesn't require berries. (Maybe you need to finish Chapter 8 to see it?)

I haven't played through all of it yet (because I'm really bad at advanced techniques) but it's pretty good. It's essentially a B-side. I enjoyed the B-sides, although I prefer A-sides. (I like having a relatively easy main path with optional berry challenges.)

To unlock it you just need to finish Core (which requires 4 hearts). About midway through it'll require more hearts to continue. Also you should be able to get to that point without any advanced movement.

132
Other Games / Re: Celeste
« on: September 10, 2019, 09:51:33 am »
is celeste still relevant?

Anyway there's now a Chapter 9. It took hours for me to finish it, but I loved it. Of course, the music is awesome. (Also if you though 7C was crazy long and difficult, wait until you reach the final screen.)

133
Rules Questions / Re: Storyteller / Capital
« on: May 07, 2019, 08:14:50 pm »
Yes, because when you discard Capital from play, you will take the 6 debt.

134
Dominion FAQ / Re: Disciple & Wish
« on: April 28, 2019, 10:46:03 pm »
If you Disciple a Wish, you play Wish once and gain a card. Disciple loses track of Wish, Wish fails to return to its pile (it's already there), so you don't gain a 2nd card.

You also don't gain a Wish, since Wish is not in the Supply, and by default, you can only gain stuff from the Supply.

135
Dominion General Discussion / Re: Interview with Donald X.
« on: February 08, 2019, 03:59:53 am »
Oh boy, another question about complexity and expansions. Well sadly any future expansions will have to resort to complexity. Here are some Donald X quotes from a couple months ago.

One issue with expansions over spin-offs is that they get more complex over time. This totally happened. Renaissance struggles to be simpler, but it's not like I can just do that every time and get that level of complexity. You really run out of simple stuff. Spin-offs offer the chance to do new simple cards based on whatever other elements the game has.

You have to put progressively more effort into making designs simple as there are more cards, but that doesn't mean simple designs have become impossible.
Similarly you can keep getting toothpaste from a tube forever; you just need to apply more and more force. http://wondermark.com/776/

Which is to say, I disagree. And I mean there's no way out, there's no, oh there's the secret corner of simple cards. For example, Smithy is +3 Cards. That's the end of the line for that level of simplicity; there's no compelling single + left to do. Whatever hope +4 Cards had vanished when I did +4 Cards with a bonus. I could potentially do one via having a new kind of cost like debt, or a new kind of + like +Coffers... but that's added complexity, I just moved it to the rulebook. I can't make the same argument for e.g. Harbinger's level of complexity, and there is probably stuff left to do at that level. But you definitely run out. It's not just a question of how lazy I am. There is some amount of complexity, that Dominion has already used, where you can keep going long enough to not worry about it; the goal though is to be less complex than that.

I will explain it in detail. Card text is made up of qualified rules atoms strung together by program flow. Rules atoms are the smallest things you can do in the game; qualifiers are the most basic ways of distinguishing things. Program flow is logic for doing things - "do a then b," "if x do a else do b" and so on. There are only so many rules atoms, only so many qualifiers, and only so many ways to have programs flow. For a certain number of steps, there is a finite amount you can do; it's inarguable. And Dominion then drops huge chunks of possibilities by avoiding having cards that are so similar that players wouldn't like it. As well as e.g. by avoiding cards that would just be stupid. It also has very few rules atoms.

There are two kinds of simple cards in Renaissance. There are cards with no new mechanics (yes counting Coffers as new), like Scholar. And then there are the ones with new mechanics, like Silk Merchant.

Silk Merchant requires a bunch of rules. They are in the rulebook instead of on the card, but they're still there, you still have to learn them. If we put them on the card it would be a mess.

It's this big trick, that you can hide rules in the rulebook, and act like you have something simpler. You do actually have something simpler, in that, you only learn what Villagers are once, and then know what they are for several cards that use them. Six cards with villagers is simpler than six cards with different mechanics. But still, that first card is actually more complex than if it were just loaded up with text explaining the ability; it's that, plus you also have to pick up the rulebook.

It's no coincidence that Renaissance, trying to be simpler, has these rulebook mechanics. Look how sleek and pretty Silk Merchant is. And Villagers and Coffers are two very easy to learn things, they are some of the simplest possible things tokens could mean in Dominion. As these basic things get used up, the rulebook mechanics get less easy to learn, and worse in all other respects too; a classic thing is just, Dominion doesn't give you much to hang effects on, when you want something to be relevant in nearly every game with it. I mean the same logic that says that you run out of simple things to do, extends to stuff that refers you to the rulebook; it just feels like you can get way more complex there because you've hidden the rules. But, the point here is, yes, I leaned on tokens to try to have a simpler set. And that's the big thing you can do to keep making expansions: add rulebook text and components.

But I don't think it's good to have Dominion expansions where every card sends you to the rulebook. The sets need non-rulebook cards too. And you run out of simple things to do there.

136
Rules Questions / Re: Complete Dominion rules document
« on: February 07, 2019, 11:32:40 am »
Nice work man. Here are some of my notes/questions:

pg 9: I think it would be better if the paragraph for Fate brought up Will-o'-Wisp. I know you bring it up on the same page with Swamp's Gift, but it may be better if it was all in one paragraph. Even the Nocturne rulebook does this.
pg 41: Under "cards that let you cheat," you should also mention how Quest doesn't require you to reveal discarded Curses.
pg 58: Under Fortune you say you can spend Coffers if you played Fortune with another ability. Is that allowed? If my Venture reveals Fortune, I get to spend Coffers?

Also in all of section VI, the Boons written as "Sky's Gift, The" Is this intentional? Cause it just looks weird.

137
Let's Discuss ... / Re: Let's Discuss Second Edition Cards: Replace
« on: January 29, 2019, 01:58:00 am »
Got a tedious question about Replace.  First, The Official FAQ rules for Minion states: "Players wishing to respond with e.g. Moat or Diplomat do so before you choose your option."

Since Replace also has a choice for the person playing it (which card to gain), does the same requirement apply: other players reveal/play their Reaction cards before the Replace choice is made?

I'm leaning toward yes.

You're correct. Other players have to use their Reactions before you trash a card.

138
Rules Questions / Re: Inheritance -> Alchemist
« on: January 27, 2019, 10:04:04 pm »
I'm not sure what RaW and RaI are, but Inheritance can never set aside cards costing P (and/or debt).

139
Rules Questions / Re: Road Network and timing
« on: January 23, 2019, 09:28:32 pm »
My thought was that Road Network happens to Alice, since it triggered when she gained a Victory card.

You have ruled that when Alice buys Noble Brigand with Embargo token, she gets to choose which to resolve first, since Noble Brigand's "when you buy this" means that it happens to her. I assume it's the same with gaining Ill-Gotten Gains: "When you gain this" means it happens to her, so she can choose to use Watchtower before or after Bob gains a Curse. It happens to Alice even though the only thing that actually happens when she resolves it is that Bob gains a Curse.

So it's not the actual ability that decides who it happens to.

Road Network says "when another player gains a Victory card". "Another player" here is Alice. The only difference between this and Ill-Gotten Gains is that it says "another player" instead of "you". The actual ability is the same: Bob does something, Alice does nothing.

So is it different because it says "another player" instead of "you"?

Swamp Hag says "when another player buys a card". If Bob buys a card, he is the "another player". He resolves it since it's not optional.
Road Network: Alice gains a Victory Card, she is the "another player". So... she resolves it since it's not optional. Right?

What am I missing here?

I'm gonna guess that it's because Bob draws a card, and not Alice.

Alice's Swamp Hag triggers when Bob buys a card, making Bob gain the Curse.

Bob's Road Network triggers when Alice gains Haunted Castle, but Road Network itself does nothing to Alice; Road Network does something to Bob, so Bob resolves it.

140
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: December 28, 2018, 11:50:09 pm »
Does capitalism always make city a treasure? Or only once 2 piles are empty?

It's always a treasure.

141
Rules Questions / Re: Shepherd draws more Victory Points
« on: December 17, 2018, 09:16:21 am »
When a player discards a Victory card for +2 Cards after playing the Shepherd card, if they then draw another Victory card, does that mean they get to then again draw two more cards by discarding that Victory card? My guess is no.

Your guess is correct. You can't discard Victory cards through Shepherd after you already drew cards.

142
Dominion General Discussion / Re: Ununtrashable Cards: The Complete List
« on: December 03, 2018, 05:39:24 pm »
Wouldn't Guardian now be untrashable because of capitalism from Renaissance making it a treasure.

Capitalism only affects Actions. Guardian is a Night-Duration card.

143
Rules Questions / Improve & Night cards
« on: November 15, 2018, 05:25:17 am »
I'm 99% sure I have this correct, but I just wanna double check. Since Improve's ability happens during Clean-up, this means if I Improve an Action and gain Guardian (or Night Watchman, or Ghost Town, or Den of Sin), then I can't play it, since its no longer my Night phase. 

144
Dominion General Discussion / Re: Interview with Donald X.
« on: November 05, 2018, 07:09:03 am »
Do you sleeve your own Dominion? Is there playtesting with sleeved cards? Do you use the original boxes or do you have a storage solution?

Donald doesn't play with the actual cards.

He plays with his prototype, which are sleeved Magic: The Gathering cards.

He uses plastic binders as his storage solution.

145
You forgot Tribute and Envoy.

Ah right. Somehow I forgot about the promos, and there's also Black Market (if Patron is in the Black Market deck).

146
Well since someone will do it eventually, here are all the cards that can reveal Patron (tell me if I miss any).

Removed (5): Scout, Spy, Thief, Saboteur, Tribute, Adventurer
Dominion (2): Bureaucrat, Bandit
Intrigue (4): Shanty Town, Wishing Well, Courtier, Patrol
Seaside (3): Ambassador, Cutpurse, Pirate Ship
Alchemy (3): Apothecary, Scrying Pool, Golem
Prosperity (3): Loan, Rabble, Venture
Cornucopia (5): Fortune Teller, Menagerie, Farming Village, Harvest, Hunting Party
Hinterlands (4): Crossroads, Oracle, Noble Brigand, Inn
Dark Ages (11): Poor House, Vagrant, Sage, Ironmonger, Wandering Minstrel, Knights, Mystic, Pillage, Rebuild, Rogue, Madman
Guilds (5): Doctor, Advisor, Taxman, Herald, Journeyman
Adventures (2): Magpie, Giant
Empires (6): City Quarter, Royal Blacksmith, Patrician, Chariot Race, Gladiator, Grand Castle
Nocturne (6): Raider, Will-o'-Wisp, Ghost, Bad Omens, Famine, War
Renaissance (4): Border Guard, Seer, Villain, Piazza
Promo (2): Black Market, Envoy
Total: 65 cards

Edited: Venture, Black Market, Envoy, Tribute, Bureaucrat, Pirate Ship, Adventurer

147
Rules Questions / Re: Should Prince be a Duration?
« on: October 06, 2018, 10:50:23 am »
Quote from: Prince's secret history
Some versions of Prince were duration cards, because hey, it keeps doing stuff, right? But that didn't make sense because Prince wasn't in play, and what "duration" really means is, leave this in play until it stops doing stuff (and it was better to have Prince not be in play).

148
Are the cubes in different colors?

These look like an awesome twist on Events. Thanks for the previews Donald!

149
Well we now know the action tokens are named Villagers.

Half the kingdom cards don't use those themes? Wow this expansion is definitely gonna be more simple. And they seem quite interesting!

150
Rules Questions / Re: Anything needed for Empires?
« on: September 21, 2018, 06:11:03 am »
The panel which has the images of the cards under the Prize Notes has an image of Followers next to Trusty Steed.

To add onto this, I found these 2 errors in the Adventures rulebook:

-The picture next to Treasure Trove's FAQ is Royal Carriage.
-Teacher's FAQ starts by saying "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat;" Guide has this, but Teacher isn't a cantrip.

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