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Topics - ednever

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26
Dominion General Discussion / Fun Kingdom
« on: September 06, 2013, 01:37:57 pm »
Thought I would share this one. Played it random and I think it looks like it was designed:
Moat, Loan, Market Square, Bishop, Horse Traders, Procession, Spice Merchant, Knights, Rogue, Soothsayer,

Only thing that doesn't fit is Horse Traders (But maybe that one if you decide getting to $5 early is important). The rest makes for a really really interesting game with lots of different strategies that show off the effect of the different cards, and trade-offs you need to make at different points in the game.

Ed

27
Dominion General Discussion / Use for Fortress without Trash-for-Benefit
« on: August 28, 2013, 11:31:16 am »
Fortress is fantastic with Trash for Benefit, but otherwise it's generally a simple village (with some defense against trash attacks).

I've found two other uses for it though.

The first is with Lookout.
If you set it up right you can use Lookout to pull Fortress into your hand. Lookout becomes:
- Look at your top three cards, put Fortress in your hand, discard a card, put one on top of your deck (then draw it with Fortress)

It's a fun little combo.

The second I found this morning:
http://dom.retrobox.eu/?/20130828/log.516d0e09e4b082c74d7aacc1.1377703536847.txt

In a game with no +draw it's hard to build an engine. Here there was chapel though which drives in that direction. And then picking up a Forager makes sense to kill the chapel and get some +buys.
The coppers, silvers and spoils had all been trashed and Forager became a 'trash a card, +1 buy, +3$'
Pretty good - excepy by that point I had nothing left to trash.

Enter: Fortress
When I drew Fortress with Forager I could use it without losing one of my (valuable) cards.

Just a small thing I thought I'd share.

Ed

28
Dominion Articles / Short Article on Advisor
« on: August 16, 2013, 07:08:17 pm »
Advisor

The subject of bad advice memes the world over. Advisor is to Lab how Envoy is Hunting Grounds. But where Envoy gives you the best 4 of 5 cards (20% of your best cards), Advisor gives you only the best 2 of 3 (33% of your best cards gone). That difference is as important to how Advisor is played as the extra action is. Read on young grasshopper!


So is Advisor a good card?

Like most cards in Dominion (exceptions: Wharf, Cursers, Goons, etc.) "It depends."

In Advisor's case it depends more than most.

Because you are losing a third of your best cards, one of three things need to be true in order for Advisor to be viable:

(1) The difference between your best cards and your average/bad cards is low (i.e., you have trashed all your bad cards, so anything you draw is pretty good)
(2) Your ratio of good:bad cards is high (i.e., you don't have very many bad cards, or you have a LOT of average/good cards so you rarely get stuck with two bad cards in an Advisor draw)
(3) You have cards that don't care about quality - they just want quantity (i.e., Cellar, Warehouse, Vault, etc.)

Three specific notes worth mentioning:
(1) Cantrips are fantastic.
If your three cards drawn are Spy, Pearl Diver and Menagerie - then there isn't much your opponent can do to stop you from getting two average cards (rather than 2/3 of your worst cards). This also means that Advisors are synergistic: If you draw an Advisor with an Advisor, it makes for a tough call on which card for your opponent to discard (if your deck is well set-up for Advisors then they should likely discard the Advisor...)

(2) "Key" Cards are a bane
If you have a key power card, you can bet your bottom dollar it will be discarded when you play Advisor. The only way you will get it is if you draw it in your initial hand, or you get it with one of your other draw cards. So Advisor works better with cards you want to SPAM (Minion, cantrips as per above, Lab, Wharf, etc.) than cards you want one or two of (Cursers, Tactician (but see special case below), Militia, etc.)

(3) Drawing your deck
One special case to the needing a consistent deck is if you have enough horsepower to draw your whole deck. In this case you play the Advisors first to get as much as you can in your hand, and then finish it off with your other draw cards (you definitely need at least cantrips to make this work). Tactician can help a lot here. If Double Tactician is Kingdom friendly then starting with a ten card hand helps you draw everything a lot easier. Even if your other Tactician is being discarded - it doesn't matter if your other cards can pick it up later.

When to buy Advisor
Usually in the mid game after you've got a deck set up that supports it. At the start of the game you have a bad deck (Coppers and Estates) with a few good cards you have just bought. An early Advisor is a good way to have those key early cards discarded. Wait until you have a high density of valuable cards, or after you've trashed your deck down so the initial coppers and estates are pretty much gone.


The End Game
The other thing Advisor needs is a way to green fast. As soon as you start adding green to your deck Advisor turns into a way to get lots of green in your hand. You need a solution before you start heading down the Advisor path:

(1) A way to handle the green (Crossroads, Cellar, Warehouse, etc.)
(2) A way to avoid greening for a long time (Basically being able to end in one or two mega turns)


Concluding Thoughts
In the right situations Advisor is a Lab for $4 - which is pretty spectacular. You can pick it up with Workshop or Ironworks. Caravan is already a power $4 card and it is nowhere near as good as Lab in most cases. So when Advisor is, it can be bonkers.

In the wrong situation (slogs for example) Advisor is worse than useless. It actually can cause you to miss your best cards and get stuck with hands full of Estates and Curses.


Advisor works with:

Good Trashing
Cheap Cantrips
Spamable cards
Mega turns (including Tokens - see there was a reason Advisor was in the Guilds Expansion)
The ability to draw your entire deck


Advisor works poorly with:

Slogs
"Key Cards" that are significantly better than your average (including many attacks)
Cards you only want 1-2 of in your deck (Sea Hag for example)


Sample Games:
Just one for now: http://dom.retrobox.eu/?/20130816/log.516d0e09e4b082c74d7aacc1.1376692666755.txt

-=-=-=-
Comments welcome and will be included in edits.

Ed

29
Goko Dominion Online / My First slow-roller
« on: August 16, 2013, 02:00:33 pm »
Wow.
What a pain.

When it was obvious I was going to win he started to wait 4 minutes or so before playing his turn. Every turn.

There is a way to block people with the Extension, right? Not that Guest6628.0000 is likely to be around very long.
(He had a good rating too - I assume it was by slow-rolling a bunch of other people who just got tired of it and quit)

Ed

30
Game Reports / Strategy Talk: Finding the un-obvious
« on: August 15, 2013, 03:54:24 pm »
Without giving too much away, consider this board:
Duchess, Fool's Gold, Pawn, Secret Chamber, Develop, Lookout, Rats, Scavenger, Cartographer, Counting House

How would you play it?

The straightforward play is "Fool's Gold with a +buy". Pawn is a weak +buy for FG, but not terrible. Not reason to to open Pawn+FG, try to win the split and then follow the standard FG strategy.

But there is something else in there that is a lot more complicated that may beat the straightforward play.

Can you see it?

I'll post the solution tomorrow or later today.

Ed

31
Other Games / Sentinels of the Multiverse fixed deck card game
« on: August 06, 2013, 05:52:00 pm »
So I stumbled across this game recently.
I was looking at new deckbuilders as I do from time to time (to see if anyone ever develops anything nearly as interesting as Dominion). I heard about Marvel's Legendary. As I read about it I became less and less interested.

But through the process I heard SOFM discusses again and again. It has a lot I generally DON'T like in a game:
- Cooperative
- Lots of tokens
- "Set decks" that don't change from game to game

But there was enough positive feedback, combined with a few things I thought I would like:
- Plays different every game based on the interaction between different hero, villain and event decks
- Has card combos that you can get better at playing
- Supposedly the 'best' of the cooperatives (because each player plays separately with cards only they know about - so no one is 'directing' the game)
- Strong theme that apparently 'feels' like you are playing a superhero fighting a villain


So I picked up a copy. I played a single game last night solo (I played 3 heroes - normally there would be a seperate player playing each one - but since you aren't playing AGAINST someone, it plays very well solo)

I liked it a lot. Enough that I would love to discuss it with people here.
I searched the web for discussion about it (BGG and the company website both have some discussion). The best thing I found was an attempt to create stats for the game (which is hard to do since there is no electronic version yet [apparently coming next year], but people are collecting them manually). Here is there results: http://x.gray.org/sentinels-of-the-multiverse-difficulty-scores.html

First a quick description of how the game is played. Then some thoughts on how it could be made competitive.

How it's played:
(1) 3-5 heroes chosen (usually one per player unless you have 1-2 players)
(2) Villain and environment chosen

Each of the above gets a 'play mat' and a deck of cards

(3) Villain set up completed - they may get to start with a card in play for example
(4) Villain takes a turn: Start of turn effects, draws a card, plays that card, end of turn effects
(5) Each player takes a turn:
- Play a card (some cards have effects when played, some stay in play like Innovation)
- Activate a power (like Innovation - every hero also has an inate power that doesn't require a card)
- Draw a card
(6) Environment turn
- Start of turn effects
- Draw and play a card
- End of turn effects

And just repeat.

Since the cards have effects when played (like Dominion) and when 'activated' (Like Innovation) there are tons of possibilities.

Every hero and villain (and some of the played 'permanent' cards and environment effects) have Hit Points. The general goal is to reduce the villain to zero HP before all of the heroes are brought to zero HP (but obviously lots of variations. In the game I played with the 'basic' villain, we first had to reduce his floating platform to zero HP before we could even touch him. Then when he was reduced to zero HP, he regenerated into a more powerful villain and we had to do it again)

I played three of the more basic heroes (a Hulk clone, a Thor clone and a Captain America-type clone). In addition to normal combos you could expect within the hero decks, there are combos across decks. Which I imagine is even more fun if you are playing as a group and making them happen.

Three expansions (and lots of promo cards) out there (with apparently an extra large expansion coming soon) means for lots of re-play value.

Again: My only real critique is a fundamental part of the game: That it's cooperative so you can't go head-to-head with someone and get better at the game by seeing 'what's possible' (the way I learned Dominion).

So...


Idea for making it competitive:

There are a few half-hearted attempts to do this on the other boards (mixed with people getting mad that it is taking away something fundamental to the game. There was even a comment: "Trying to make this game competitive is like saying, "I would really like to play a first person shooter. Why don't I make Dominion into a first person shooter." - go and play a different game if you want to play competitive."

I doubt I will get that here.

So here was my thought:
What if each player took on multiple heroes (2? 3?)

Instead of attacking the villains they can attack the other player's heroes.

There may need to be some rules on targeting - just like the villain usually does damage to the hero with the higher HP, there likely needs to be a similar rule here (maybe. Or maybe the strategy is to take out your opponents strongest hero first - so you put all your effort into attacking one and leave the others alone?)

In addition, you definitely include the Environment deck - it's throwing things at the players the way it normally does.

The other idea is to also include the villain. That gets a little more nasty, since the villain will be dealing out damage, but no one will be attacking him (most of the time?). It will just make game go faster. And since he usually targets the hero with the most HP, it will counter the players attacking the ones that are weakest.


There have been related ideas listed on many of these boards. The common complaint seems to be:
- If each person takes one hero, then the heroes are very differently powered - and some are really only support roles

I think that's solved through
(1) More then one hero per team - which creates the same support needs as when fighting a villain
(2) Using the "Difficulty scoring system" to ensure that the two hero teams are roughly equal (or you could even use a handicap system to give newer players better odds against experienced players)


Anyway. I like the way the game is set up a lot. I think there is a ton of complexity that can be added to it (or may already have been added - I've only played a small % of the heroes and villains and environments in the basic set - let alone the expansions) and I think it could play really well in a competitive setting.

It's a nice combination of very simple mechanics (play, activate, draw) with a lot of potential layers.


Would love the thoughts of people on here.

Has anyone played it and been disappointed?
Has anyone played it enough to share thoughts on making it competitive player vs player?

(Obviously the combinations are not nearly as wide as Dominion. With 200-Choose-10 you will have more variations than 23 Choose 2-to-5 times 23 choose 1 times 14 choose 1. If my math is right... 2.2x10^16 vs ~500K [with 3 heroes]... But obviously many of those Dominion examples are identical, and the within-deck combos in SOTM can end up playing pretty differently within one 'version')

Ed

32
Game Reports / My first win with a negative score
« on: July 16, 2013, 03:22:46 pm »
Actually a tie, but in Dominion that counts as a win, right?

http://dom.retrobox.eu/?/20130716/log.50a44d70e4b09c3f1c235128.1374002372012.txt

Tough call at the end. I could have picked up a Duchy instead and been ahead by 3, but our decks were so evenly matched and I had just played a lot of my cards. I figured better to take the bird in hand and buy the last two Moats.

What would you have done?

Ed

33
Mega turns are one of my favorite things about Dominion.
With the new cards there are new opportunities.
My first Goons mega turn or HoP mega turn or Bridge mega turn were all pretty cool.

Now I can say I pulled off my first Mad Man mega turn: http://dom.retrobox.eu/?/20130705/log.516d0e09e4b082c74d7aacc1.1373045810293.txt

I wasn't sure if I could do it even up until I was playing it.

The board sure didn't look great for an engine: The only +actions was Border Village, the only draw with Ghost Ship, Embassy and Oracle. The only trashing was Hermit. And the only +buy was the $5 Merchant Guild.

I was getting hammered by Lightbulb all through the game. The only think saving me was Ghost Ship slowing him down (a little) and Silk Roads that allowed the game to be extended a little (and Hermits that could pick up Estates for me to help out SR at the end of the game).

Oracle came in handy after I had turned my Hermits into Mad Men and I needed to get to the re-shuffle fast (basically discard everything, to turn it into an effective 4-card sifter)

I've never purchases so many Border Village -> Gain a silver before (because I needed the actions and had so many terminals)

Fun game. And great to see the power Mad Man can provide in a weak engine.
(Merchant Ship was nice too. Letting me buy three Hermits on one turn and use the tokens from the earlier turns to guarantee I could always pick up Duchies x [number of buys] every turn during the greening phase)

Came down to the wire in any case.

Ed

34
Game Reports / Candlestick Maker Mega-turn
« on: July 03, 2013, 04:33:52 pm »
One interesting thing about tokens is that you can put off greening a lot longer. Especially if you can consistently draw your deck and get enough buys.

Most engines start to fall apart as soon as they start greening. This is true most of all with Scrying Pool engines that need a very high density of actions.

While playing this game I realized I didn't need to green until I could end it all. There was little risk of piles ending, so on turn 16, when I had enough coin to buy 4 provinces I chose not to buy any. Then the turn was still able to draw my deck (even higher likelihood than the turns before) and had enough coin to buy all six remaining provinces.

I think the same may be true for Minion engines. Candle Maker lets you keep building a supply of tokens and you can save up and be relatively sure you can buy multiple provinces later in the game instead of picking them up one by one and watching your engine die.

I see now why DXV calls this the highest skill expansion.


Here's the game:
http://dom.retrobox.eu/?/20130703/log.516d0e09e4b082c74d7aacc1.1372883280723.txt

Ed

35
Game Reports / Rogue shines
« on: July 02, 2013, 05:26:23 pm »
The best thing about being 'back' is playing some of these Dark Ages combos...

Here it was Procession/Fortress to gain Rogues and then play them - sometimes four in a turn.
Turn 17 was a favorite:
- Used Lookout to pull a Fortress into my hand
- Used Procession on the Fortress
- Played four Rogues: Killed and retrieved a gold and a duchy


End of Turn 16
ednever   draws Duchy, Lookout, Gold, Procession, Rogue

ednever: turn 17
ednever   plays Lookout
ednever   trashes Fortress
ednever   discards Province
ednever   places Rogue on top of deck
ednever   plays Procession
ednever   plays Fortress
ednever   draws Rogue
ednever   plays Fortress
ednever   draws Rogue
ednever   trashes Fortress
ednever   gains Rogue
ednever   plays Fortress
ednever   draws Rogue
ednever   plays Rogue
pt6776   reveals: Gold, Province
pt6776   trashes Gold
pt6776   discards Province
ednever   plays Rogue
ednever   gains Gold
ednever   plays Rogue
pt6776   reveals: Duchy, Duchy
pt6776   trashes Duchy
pt6776   discards Duchy
ednever   plays Rogue
ednever   gains Duchy
ednever   plays 1 Gold
ednever   buys Province
ednever   gains Province
ednever   draws Gold, Rogue, Procession, Rogue, Counterfeit


http://dom.retrobox.eu/?/20130702/log.516d0e09e4b082c74d7aacc1.1372800027751.txt


I knew about the Fortress/Procession combo. But Lookout/Procession is pretty nice too and it never really occurred to me.

Also on this board as Feast.
If you were to Procession Feast do you get three $5 cards? Or only two because it's trashed before Procession can trash it?

Ed

36
Game Reports / Guilds/Dark Ages: Knights and Merchant Guild
« on: July 01, 2013, 04:59:35 pm »
I haven't posted one of these in a LONG time.

I thought I would post this one as the two key cards were Knights and Merchant Guild. Dark Ages and Guilds
(also: Stables, Forge, and Apprentice)

Here's the game:
http://dom.retrobox.eu/?/20130701/log.516d0e09e4b082c74d7aacc1.1372711807593.txt#Game Over

Way I saw it:
1- Stables could be used to get big hands for Forge
2- The first knight on the top was the "Militia" one. So I knew I wanted it first (He realized that too and it forced him to go knights too hoping to destroy my Militia Knight)
3- Apprentice was next to kill the Estates. Then go into the Forge/Stables plan
4- Between the Forge and Apprentice and Knights my deck got pretty small. It was only then that I figured out my end-game...
5- I picked up a Merchant Guild. Then two gold.
6- From then on I could usually draw my deck with Stables, and then pick up a Province and a Silver. He was hammering me with knights, but in general he couldn't more than a Silver or Stables per turn - and I could pick up a Province+a replacement each turn
7- On my last turn before he resigned I had a bad draw. No problem. I forged a Province into a Province and then used enough tokens that I could still buy another Province

He resigned.

Thanks for whoever wrote the article recently on Merchant Guild. Definitely drew me towards picking it up on this game and giving it a chance.

Ed

37
Goko Dominion Online / A Room For Forum Members
« on: June 28, 2013, 08:47:53 pm »
I heard that we were trying to have forum members play in the Outpost Room. Obviously that's not happening. There's not enough people there to get the critical mass started.

But still we have the problem of SharkBait being in one room , Obi in another, and Stef in another.

It would be nice if "everyone" was in one place, so we could find each other easily. When I'm hosting and waiting, I can see that you are too and just join yours. And vice-versa. But at the same time, I'm not going to go into Outpost and just sit there.

So... Suggestion:
Gardens...

Gardens seems to be always relatively full, but never at the 50 person cap.
So it would be easy to jump into whenever you start. And if an f.ds person was there you could play. If not, it would be equally easy to find someone to play with if no one from f.ds is there.

Thoughts?

Ed

38
Goko Dominion Online / Something better on Goko
« on: June 28, 2013, 06:57:18 pm »
Not to always be negative:
The logs are really nice. Much easier to read than iso and more detailed (I think).

Ed

39
Goko Dominion Online / Possession mistake?
« on: June 28, 2013, 12:28:57 pm »
Here's the log:
http://dom.retrobox.eu/?/20130628/log.516d0e09e4b082c74d7aacc1.1372436627742.txt

Correct me if I'm wrong, but if I play Possession while Possessing someone, then they immediately play my turn after that turn is over,correct?

In this game when he played Possession while possession me, I played my turn next, then I played his turn (or a whole lot of his turns, since he played Possession 3 times and i think I played it four times...)

Just a flaw on Goko for an edge case?
(Your rarely want to play Possession while possessing someone, but sometimes it happens like Golem. More importantly, sometimes you DO want to play it so you can stiff him with a bad hand)

Ed

40
Goko Dominion Online / Thought after a day on Goko
« on: June 28, 2013, 10:37:48 am »
I was part of the beta and said basically, "I will never use this, let alone pay money for it."

Now with Guilds out and my physical copy not yet delivered I thought I would give it a try.

It's definitely better, but still not a complete product imho.

Opinions:
1- I tried playing without buying, just to get a feel for it. A waste of time. I posted some thoughts while trying to do it in another thread. Just brutal
2- I purchased everything. $45 price is not unreasonable (I think that is lower than it was, no?)
3- I started ou just playing bots to get a feel for things. They aren't good, but they sure aren't bad. Good enough that you have to pay attention, but bad enough that you can always build an engine. Which is kind of fun
4- Then I started hosting games...
5- The lobby takes forever to load.
6- The games save your conditions, which is nice and fast
7- People join games quickly. That's nice. And it's relatively easy to check their stats. Knowing speed of play would be a lot better
8- The games are still pretty slow. Iso games were fast and easy. This makes every game feel like, 'an event'. Which means when a game sucks, it feels worse.Which is more like real life. Which is also why I tend to play designed games in real life, vs random ones. The time it takes means I'm more picky about playing bad ones
9- I've been slow rolled 100% of the time I've been dominating games so far.Things are fine when i'm losing, or when it's close, but when i'm running away with the game, people just seem to sit there and i have to wait them out. it's painful.

Also I like this new Advisor card a lot......

Ed

41
I'm at an airport in Cyprus and looking to kill some time.
Trying to get into games on goko is painful given I have no rating on the site.

Anyone with guilds want to host me in the next few hours?

Ed

42
Variants and Fan Cards / Limited Treasure Cards
« on: May 24, 2013, 04:12:07 pm »
According to the rules the Treasure Cards are meant to be effectively unlimited, but they still count as an empty pile if they do get finished.

I always found that a little inelegant.

On iso there are always the same (high) number of treasure cards.

In the thousands of games I've played there have only been a handful where a treasure pile emptied:
Copper: Goons games
Silver: Trader games
Gold: Tunnel games
Platinum: mint/mine games

And only a small fraction on each of those game types.

My conversation topic:
How would Dominion change if there was a set number if treasure cards instead of "a lot"
For the sake of discussion the number should be high enough that its not normally an issue, but low enough that emptying a treasure pile isn't the shocking event it is/was on iso.

My thought is something like curses: say 10 treasure cards of each type per player.

Does it change anything?
Is the only impact those four game types above (only more common within those game types)?

I think the game gets added strategic depth for a few more cards. Some I can think of:
Gainers like: Beauracrat, workshop, hermit, etc.
Market Square
Thief/NB
Mine
Trusty Steed

Thoughts?
Would it change the game significantly?

I assume DXV tested something like this. If it worked - even if it wasn't better, as long as it wasn't worse - you would think they would have published it this way just to have lower publication costs (you need a lot less cards)

Ed

43
Innovation Game Reports / winning with shared chemistry
« on: May 11, 2013, 10:23:27 pm »
Opponent had managed to get to 10s with math. And I was only ahead by 1 point. And he had Mass Media. All he had to do was use mass media, draw a card then use math. And I'm sure there were other ways to win.

I was in trouble. But I was ahead on score 11-10.

Played Chemistry, shared it.
He drew one higher than the highest card on his board. He attempted to draw an 11. Game ends. Win on score.

http://innovation.isotropic.org/gamelog/201305/11/game-20130511-191923-8f6c0410.html


It was pops ho taught me the power of sharing as an attack. It's definitely my favorite way to win these days.

Ed

44
Innovation General Discussion / The Internet
« on: April 11, 2013, 08:38:13 pm »
Is the card design a mistake?

Obviously many of the '10's are very powerful cards, but Internet seems to over power even those power cards. Even if you only have 4 World Icons, Internet does the following:

1- Sprays Green cards up
2- Scores a 10
3- Draws and Melds two 10s

If you play it twice it means you draw 6 '10's. More likely you have more than 4 World Icons (or you do after spraying your green cards up). As long as you are within 10 points of the other player you often win when causes the game to end when you attempt to draw an 11.

Many other 10's can cause the game to end fast, but none with the likelihood that Internet does. So much so that flipping through the 10s looking for Internet (with say Quantum Theory) is the right choice.

Why is this card so powerful?

Even if the card said:
1- Score a 10
2- Draw and Meld two 10s

That would be a pretty good card - maybe the best 10. Instead its off the charts good.

Maybe someone will come on and tell me I'm evaluating it wrong and that Self Service and Miniaturization are the power cards I should be worried about. I would love to know.

Ed

45
Innovation General Discussion / Opening Writing
« on: April 09, 2013, 08:43:35 pm »
Fun one where I took a technology lead and then ran it through to victory - beating a Clothing Opening to all the early achievments:
http://innovation.isotropic.org/gamelog/201304/09/game-20130409-174215-834b125f.html

Ed

46
Feedback / Sub-forum names
« on: March 18, 2013, 01:02:49 pm »
Hey Theory,

Quick piece of feedback.

Love the new Innovation forum. Only challenge is when I pull up my unread messages it pulls from all forums (good), but it only gives me the sub-forum name (not the forum name. Bad).

For example, today this one was on the top of my list:

---
Article request: Sharing  in Articles
---

I assume given that it's about Sharing it's about Innovation, but there is no way to tell from the categorization that it's an Innovation article and not a Dominion Article.

Should be easy to fix I think.

It will matter more as more games get added I would think.

Ed

47
Innovation Game Reports / Game Report: Fission Explosion!
« on: March 18, 2013, 02:59:44 am »
Pretty back-and-forth wild game with me an rspeer.

It got near the end and he was at 5 achievements to my 4. He had eaten away my entire score pile, so the only way back was through alternate means. It wasn't looking good.

So I played Fission. Twice.

On the second play everything was gone.
(I didn't realize the cards weren't returned - they are removed from the game)
So it was his turn and the piles looked like this:

a 3
two 5s (Astronomy and something)
a 7 (Railroad)
A bunch of 10s

rspeer picks up the 3 and a 5
I pick up Astronomy and meld it
rspeer picks up railroad and melds it
I dogma Astronomy and obtain universe (because I have no other cards in play... didn't realize that was going to happen until after I used it). I do it again.
Rspeer draws and melds Bio-engineering
I meld and dogma Globalization - gaining 6 points and ending the game.

Madness.
There was a ton of other madness earlier, but the end was the first time I had seen that.

I think if rspeer had dogma's Bio-eng it would have ended the game on a tie - since we both had 0 score and 5 achievements?

Here's the log:
http://innovation.isotropic.org/gamelog/201303/17/game-20130317-234922-187348f6.html

Ed

48
Innovation General Discussion / Played 4-player IRL yesterday
« on: March 16, 2013, 03:06:14 pm »
This shocked me:
I've decided Innovation is a much better game to play IRL than Dominion.

It's fast set-up time. It's easy to bring to a dinner party (I threw it in my jacket pocket-just in case we decided to play later in the evening. It we didn't, no big deal - unlike my suitcase for Dominion).

We played 4-player. Dominion is great for 2p and 3p, but I find 4p a lot less fun. Innovation was more fun as 4p teams (we played one game as 4p individuals and decided teams was MUCH better)

We know that at the high level Dominion has a ton of interaction, but that's not really true for lower level players. And even at the high level it's not a ton of fun to watch the other person play their turn (How many of you have multi-tasked while playing online, waiting for the other person to finish and then scanning their log? How many times IRL have you finished your turn and then ran to the bathroom figuring you will get back in time for your next turn?)

Innovation on the other hand is fast turns, and so much sharing in 4p that you are always doing something.

It doesn't hurt that either Innovation is a little more random than Dominion (or at least the best of us aren't good enough at it yet), that no one feels like they have no chance.

It turned into a really fun evening.

The crazy thing about all this is that with iso going down I'm not going to be playing any online Dominion. And now Innovation may replace Dominion as our IRL game. Never would have predicted it.

Really smart move by the gaming company to talk Doug into putting Innovation onto iso. Would never have occurred to me to pick up the game otherwise.
Doug: If I ever invent a game, I'm coming to you first!
(So far from me spreading the word in the last week, Innovation has sold an additional 4 copies of base and 2 copies of the two expansions...)

One more thought:
We played base last night. I haven't played a lot of Echos. I'm not sure I'm a fan in 2p online (Maybe it just takes more getting used to), but I think it would be much better in 4p. One of the issues with 4p is that with 4 players drawing, you go through the ages a lot faster than 2p. Having more cards to draw in each age could be a nice way to extend the game?)


Ed

49
Innovation Rules Questions / Rules Question: What happens on a tie?
« on: March 10, 2013, 06:35:02 pm »
Is there a tie-breaker in Innovation.

Here was the game it came up:
http://innovation.isotropic.org/gamelog/201303/10/game-20130310-152812-be6a9f87.html

On turn 12 I had the option of playing melding Bio-engineering and then using it's dogma. If I had I would have taken my opponent down 1-2 leafs. He would have been tied with me for leafs at 2 I believe.

Bioengineering says:
If any player has less than 3 leaf icons, the single player with the most leaf icons on their board wins.

So the first condition would be met. But what if there isn't a 'single' player? Does that mean the game just keeps going?

Completely different hypothetical:
What about the situation where someone is forced to draw an '11'. Then the game ends and the player with the highest score wins (right? Or is it most achievements?). Either way it's possible for two or more people to have a tie for # achievements and/or score. Who wins?


Another one:
Someone does something which causes both themselves and another player to get an achievement (through sharing say). Then they both hit the # of achievements they need to win. I assume score is the tie-breaker? But what if it's a tie on score?

Any other scenarios?

Ed

50
Game Reports / 5 card hand, Throne Room a Forge
« on: March 08, 2013, 12:37:43 pm »
Well almost. I was about to do it for the win, before he ended the game on his turn with a tie:

http://dominion.isotropic.org/gamelog/201303/08/game-20130308-092004-715b2aef.html

(ednever draws: an Estate, a Highway, a Silver, a Forge, and a Throne Room.)

ednever would have...
Throne Room a Forge
...Forge a Silver and a Estate into a Duchy
...Forge a Highway into a Highway

All the Highways, Estates and Curses are gone...

Ed

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