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Messages - yuma

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11351
Rules Questions / Curses
« on: December 10, 2011, 02:53:33 pm »
So this isn't really a question but more of a reminiscence post. When my family first bought Dominion we didn't completely read the rules regarding Curses. As a result we erroneously thought that a curse could be given at any time, just by using a plus buy--to other players. We also thought that when a curse came up in your pile you could give it to any other player of your choosing.

Example:

Player 1 has 2 buys, $6. Buys a gold and a curse, gives the curse to Player 2.

Player 2's hand includes estate, gold, silver, curse, smithy. Player 2 gives the in-hand curse to Player 3).

It actually made curses a very different and very dynamic part of the game. All of a sudden cursing other people became very dangerous because they would end up giving the curses back to you when they came up in opponents' hands.

This shows the importance of reading the rulebook all the way through, but also shows how house rules can add a fun twist. We haven't played that way in a long time, but I think I might bring it back to life for a night some time soon.

11352
Dominion General Discussion / Re: Helping your opponent - that bad?
« on: December 10, 2011, 12:32:05 pm »
So, I recognize that this forum generally considered Council Room and Governor as mediocre cards.  However, Laboratory and Smithy are usually seen as effective cards.

My question is, isn't governor (at least it's +cards option) a laboratory, that then gives a card to both players?  Isn't council room a smithy (with a +buy), that then gives a card to both players?  So, why does giving your opponent a card hurt so much?

I have been beaten and won games in which Governor was used essentially as an attack. The first time I experienced this was in a Colony game where my opponent basically clogged my deck up with silvers. I know, silvers as an attack? He bought Governor's nearly every chance he got. Filled up on the golds, giving me silvers and then used the governor to draw the +3 cards. I was only able to get high enough for one Colony and had to settle for provinces while he used multiple golds to bump up to Colonies with neither of us having a need or, in my case, an opportunity for Platinum.

I replicated that strategy a couple of times with pretty decent success. At the end of the game my opponents can have up to 15+ silvers, while I was swimming in gold and green.

11353
I am also pretty sure this has been addressed already, but it would also be nice if Isotropic let players know when an opponent has a stash on top of the deck. This is obvious in real play because of the red back and can influence decisions.

That's already on isotropic, just press the info button and you should be able to see it, there should be yellow icons showing the stashes.

Thanks,

I remember somewhere it being addressed, but I guess I never followed up for the conclusion. That will help me a bit.

11354
Dominion Articles / Re: Rank the Promo Cards
« on: December 09, 2011, 06:48:01 pm »
I agree wtih Kn1tt3r on the Governor and Envoy swap. Envoy is such a huge card it can be the only action you buy.

However, I would put black market at 3. It is variable but can be brutal depending on what you are able to get out of it, especially if your opponent neglects to buy one. A trap yes, but better than stash which you have to buy multiples of to be useful.
So....
5 - Walled Village
4 - Stash
3- Black Market
2- Governor
1- Envoy

11355
I think it would be nice if you could see your opponents' available actions, money and buys on their turn.  As it is now, when they play Envoy, Masquerade, Contraband, etc, you have to look through all the cards they've played to figure it out.

The case where I find this particularly time consuming is when they are playing Envoys in a long action chain and you have to figure out whether you should take away an action or just their best treasure.

Any thoughts?

I am also pretty sure this has been addressed already, but it would also be nice if Isotropic let players know when an opponent has a stash on top of the deck. This is obvious in real play because of the red back and can influence decisions.

11356
I've played a couple of online games where I suggested we tell the other player our +money amounts and actions when I saw Envoy was on the board. Only once did someone decline. The other times--at least as far as I can tell--my opponents were honest. I don't think there needs to be a button like veto games or same starting hand, but simply agreeing with your opponent beforehand can be a quick, simple solution. If they refuse. Play the game and remember to not play with them in the future.

11357
Dominion General Discussion / Re: Confusable cards
« on: December 09, 2011, 01:11:52 pm »
I've done something similar; this was in real life when I played Masquerade, passed the only green card in my hand, thinking it was an Estate, and my friend was pleasantly surprised at the 6 VP gift he just received.

Granted, it's worse on Iso because you can't take it back.

If you are playing with my friends in real life they won't let you take it back... Jerks!

11358
Dominion General Discussion / Re: Confusable cards
« on: December 08, 2011, 05:10:40 pm »
I consistently mix up Bishop and Baron, but only on Isotropic. In real life the cards look different enough but the images in Isotropic always get me. Ugh... And then I play it thinking I am going to trash a copper and instead get a stupid estate! I have mixed them up--almost always wanting Bishop instead of Baron--at least 5 times. You would think I would learn.

11359
In addition to my first post, another interesting Philosopher's Stone type card could be a kingdom/treasure card that provides a victory point for every reshuffle that you perform--or, if you wanted to make things even more interesting, for every time your opponent performs a reshuffle. Either for the whole game or for after buying the card would work. The first way could be a great addition to a deck that has minion, chancellor or other heavy discard cards or the second way a possible defense against such.  I know I would think twice about cycling minions over and over again if my opponent was getting 5 victory points every time I did so.

11360
In response to ideas about what you could do for a Philosopher's Stone card... I think a card that gives money based of the number of actions that have been bought by the group as a whole would be interesting. "Maybe for every 2 actions bought or worth one coin." It would be a pain in real life to have to keep track of that or count every pile each time the card is played but computerized it is a snap.

Or a victory card that is dependent on bought actions--I know there is already one like that... But--oh and another idea just came to me--a victory card that has variable worth like Gardens and such, but is worth the amount of cards that you have at the time that you bought it.  Let's call it, "Greenhouse." "Worth 1 victory point for every 5 cards in your hand, deck, play and draw pile at the time you bought this card." Again in real life you can't expect to keep track of how many cards you have each time you bought one of these cards, but computerized again it is super easy.

Maybe I am thinking on a small scale compared to others, but dominion is already such a great game I have a hard time thinking bigger changes will improve it much.

11361
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 23, 2011, 10:56:44 am »
Yuma
Us Mountain Time

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