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Author Topic: Empires Bonus Preview #5: Castles  (Read 28625 times)

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markusin

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Re: Empires Bonus Preview #5: Castles
« Reply #50 on: May 13, 2016, 04:21:06 pm »
+4

I think this is my favourite card (pile) seen so far.

Donald had said that during the making of Guilds he was having trouble coming up with another idea for a Victory card. Seems like it was more that he was having trouble coming up with another idea for a Victory card.
« Last Edit: May 13, 2016, 04:22:16 pm by markusin »
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liopoil

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Re: Empires Bonus Preview #5: Castles
« Reply #51 on: May 13, 2016, 04:31:37 pm »
+1

Can't believe this hasn't been said yet:

This combos with scout!


Sorry Chris Is Me, I can't read.
« Last Edit: May 13, 2016, 04:39:10 pm by liopoil »
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Accatitippi

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Re: Empires Bonus Preview #5: Castles
« Reply #52 on: May 13, 2016, 04:32:39 pm »
0

Buying all 8 Castles (2 player game) is worth 41 points, NOT counting the Duchy and the 1 vp for on-gain bonuses, or the variable vp for the other on-gain bonus. So just 1 point shy of all 8 Provinces, and way less total cost ($52 instead of $64, plus you only need to hit $8+ 3 times).

Yes, but you're taking the risk that you won't get all of the Castles.  If your opponent snipes just the King's Castle, then you've paid $42 for 24 VP (plus bonuses) in seven cards, which is not nearly as compelling.

Castles really shine in 3P, though; there are a lot more points up for grabs.

Yeah, just like Dukes, the the pile as a whole is worth a lot less if you split the Castles (or the Duchies) evenly.
Also, I suppose you (Gendo) counted the points with untrashed Crumbling and Small Castles?

All in all, I doubt these will be an alternative main source of vp like Dukes, Fairgrounds, Vineyards and family can be.
I think they'll be more like a tactical battle ground, where you can try and gain an edge over your opponents. While the potential for scoring big points is there, your opponent really needs to be kind to let you get away with the full pot.

I like how these will "give out roles" to the players: one will have the Humble Castle, the others will be the contenders.

The art, it is beautiful.
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Mic Qsenoch

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Re: Empires Bonus Preview #5: Castles
« Reply #53 on: May 13, 2016, 04:34:15 pm »
+13

Can't believe this hasn't been said yet:

This combos with scout!

There's only one sure way to know something's already been said before in a thread, and that's if someone says "can't believe this hasn't been said yet".
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SCSN

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Re: Empires Bonus Preview #5: Castles
« Reply #54 on: May 13, 2016, 04:43:41 pm »
+47

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Witherweaver

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Re: Empires Bonus Preview #5: Castles
« Reply #55 on: May 13, 2016, 04:49:30 pm »
+1

Damn, that's good interneting. 
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Elestan

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Re: Empires Bonus Preview #5: Castles
« Reply #56 on: May 13, 2016, 04:53:17 pm »
+3

All in all, I doubt these will be an alternative main source of vp like Dukes, Fairgrounds, Vineyards and family can be.

In 3P, they definitely can be; at a minimum, it's a forcing tactic.  Running the Castle stack in 3P is 94 98(Math.  It's hard.)VP without bonuses.  Someone's going to make a play for them, and at least one of the other players has to fight them for it, or they probably win.
« Last Edit: May 13, 2016, 08:25:47 pm by Elestan »
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Destry

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Re: Empires Bonus Preview #5: Castles
« Reply #57 on: May 13, 2016, 04:55:05 pm »
+2

I can think of one (albeit very specific) scenario where Haunted Castle could cause a problem with you gaining it on your opponents turn. Your opponent plays Governer and selects the remodel option. They trash a Cultist to gain a 7 cost card. You trash a 5 cost card and gain Haunted Castle.

If your opponent has 5 or more cards in their hand they have two instructions that contradict each other.
- Draw 3 cards
- Put 2 cards from their hand on top of their deck.

The general rule is if multiple things happen at the same time, you can choose the order to do them. Either put the cards back first, then draw them, or draw then put cards back.

--edit--
Though thinking about it, Governor effects happen in turn order, so those effects don't happen at the same time.
« Last Edit: May 13, 2016, 04:58:16 pm by Destry »
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Beyond Awesome

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Re: Empires Bonus Preview #5: Castles
« Reply #58 on: May 13, 2016, 05:04:05 pm »
+2

P1 remodels first and then p2 remodels
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Re: Empires Bonus Preview #5: Castles
« Reply #59 on: May 13, 2016, 05:55:09 pm »
0

RR must be peeing his pants. An actual good strategy with Scout!
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iguanaiguana

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Re: Empires Bonus Preview #5: Castles
« Reply #60 on: May 13, 2016, 06:10:54 pm »
+4

Pretty sure you still don't want a scout most times when you're collecting castles.
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crj

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Re: Empires Bonus Preview #5: Castles
« Reply #61 on: May 13, 2016, 06:23:19 pm »
+5

It would be hilarious to "pump" a Small Castle using a trasher and Rogue/Graverobber repeatedly to collect increasingly valuable Castles.

But then there are so, so many things this lot synergises with in one way or another. Woah!
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Re: Empires Bonus Preview #5: Castles
« Reply #62 on: May 13, 2016, 07:06:35 pm »
+1



If I worked it out correctly, if you get all the castles you get
(12x2)+2+(2x2)+2+(3x2)+7+5+(24x2)= 98 points
(minimum, you will probably get more with the grand castle)
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eHalcyon

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Re: Empires Bonus Preview #5: Castles
« Reply #63 on: May 13, 2016, 07:08:38 pm »
0

I can think of one (albeit very specific) scenario where Haunted Castle could cause a problem with you gaining it on your opponents turn. Your opponent plays Governer and selects the remodel option. They trash a Cultist to gain a 7 cost card. You trash a 5 cost card and gain Haunted Castle.

If your opponent has 5 or more cards in their hand they have two instructions that contradict each other.
- Draw 3 cards
- Put 2 cards from their hand on top of their deck.

The general rule is if multiple things happen at the same time, you can choose the order to do them. Either put the cards back first, then draw them, or draw then put cards back.

--edit--
Though thinking about it, Governor effects happen in turn order, so those effects don't happen at the same time.

Yep.  And Governor rules specify that you start with the one who played it, so your opponent would trash Cultist, draw 3 cards and gain a $7 before you even choose what to trash.
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trivialknot

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Re: Empires Bonus Preview #5: Castles
« Reply #64 on: May 13, 2016, 07:40:59 pm »
0

It would take quite the deck to still afford $10 after stuffing 8 green cards into it.  It seems more realistic to trash a few with Small Castle or to split the pile.

I have no idea what the correct strategy is in a split.  Is there a penultimate castle rule?  Which are the key cards?
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Elestan

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Re: Empires Bonus Preview #5: Castles
« Reply #65 on: May 13, 2016, 08:27:50 pm »
+2

It would take quite the deck to still afford $10 after stuffing 8 green cards into it

Not with an Opulent Castle.
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ThetaSigma12

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Re: Empires Bonus Preview #5: Castles
« Reply #66 on: May 13, 2016, 08:33:51 pm »
0

I think that with castles, as with most alt-VP, there will be specific enablers. Candlestick maker seems like a good addition. The +Buy can let you pick up several of them. The coin tokens can smooth out the buying, hitting 10 is a lot easier with a few tokens lying around.
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TheKiest

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Re: Empires Bonus Preview #5: Castles
« Reply #67 on: May 13, 2016, 09:53:18 pm »
+1

Can one buy a ferry and put the -$2 coin token on this pile when either of the action/castles are the pile on top?
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iguanaiguana

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Re: Empires Bonus Preview #5: Castles
« Reply #68 on: May 13, 2016, 10:13:23 pm »
0

It would take quite the deck to still afford $10 after stuffing 8 green cards into it

Not with an Opulent Castle.

Also, only 7. Also, only if uncontested.
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Beyond Awesome

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Re: Empires Bonus Preview #5: Castles
« Reply #69 on: May 13, 2016, 10:23:40 pm »
+6

Can one buy a ferry and put the -$2 coin token on this pile when either of the action/castles are the pile on top?

No. The pile type is decided by the Randomizer which states Victory-Castle.
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Seprix

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Re: Empires Bonus Preview #5: Castles
« Reply #70 on: May 13, 2016, 11:21:44 pm »
0

Man, on a lackluster board, it might be Castle BM. Awesome.

Castle is even more insane with Fairgrounds.

I want to see Vineyards with a weak engine versus Castles.
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Willvon

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Re: Empires Bonus Preview #5: Castles
« Reply #71 on: May 13, 2016, 11:45:15 pm »
0

The point was made in yesterday's discussion about Landmarks that it felt similar to Kingdom Builder, where you use Kingdom Builder cards that sit next to the playing area. Like Landmarks, these provide different ways to score victory points either during or at the end of the game.

Now we have Castles in Dominion. In Kingdom Builder, you have location hexes called Castles that allow you to score extra victory points if you build a settlement adjacent to a castle.

It feels like either a Dominion/Kingdom Builder crossover, or the two decided to have a baby and name it Empires. 
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junkers

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Re: Empires Bonus Preview #5: Castles
« Reply #72 on: May 14, 2016, 12:59:59 am »
+1

The Haunted Castle, to me, looks like a cross between the older Castlevania castles

First thing that came to mind for me, too.

While, like others have said, it's nice that it keeps the haunted/top-decking theme, I was looking forward to it doling out Curses so I could say, "What a horrible night to have a curse!" every time it went off.
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LastFootnote

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Re: Empires Bonus Preview #5: Castles
« Reply #73 on: May 14, 2016, 01:05:25 am »
0

The Haunted Castle, to me, looks like a cross between the older Castlevania castles

First thing that came to mind for me, too.

While, like others have said, it's nice that it keeps the haunted/top-decking theme, I was looking forward to it doling out Curses so I could say, "What a horrible night to have a curse!" every time it went off.

Oh man, I've got friends who already say that all the time.

Welcome to the forum!
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spiralstaircase

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Re: Empires Bonus Preview #5: Castles
« Reply #74 on: May 14, 2016, 03:27:22 am »
+1

Question for people who've seen the Empires rulebook: Am I allowed to peek at the next Castle card?  I know I'm not allowed to do that with Ruins.

(use case: 3p game, Stonemason's out, and I've lost track of whether there's one or two Small Castles on top)
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