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Author Topic: Showdown  (Read 26479 times)

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StickaRicka

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Showdown
« on: July 30, 2013, 08:52:28 am »
+4

Are you the right guy to defend Dominion's honor?

The Dice Tower is starting a new podcast, and they specifically ask for someone to verbally defend what we all know, that is, why Dominion is the best deck-builder out there.

http://boardgamegeek.com/thread/1010613/dicetower-showdown-podcast-opinionated-gamers-wa

I just though one of you guys might have a substantial knowledge about boardgames in general (and deckbuilders in particular) as well as the ability to discuss like a politician!

Good luck =)

/Christian
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Tables

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Re: Showdown
« Reply #1 on: July 30, 2013, 09:46:37 am »
+39

We'd want someone good at making arguments, good at articulating themselves clearly, very knowledgeable about Dominion... someone like a lawyer running a Dominion strategy site would be perfect, I think.
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Re: Showdown
« Reply #2 on: July 30, 2013, 10:09:50 am »
0

Even though I think Dominion is the best deck-builder, I'd rather see opinions from people who think it isn't.

I like the deck-building style of play, and I'd like to know which others are worth trying.
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Re: Showdown
« Reply #3 on: July 30, 2013, 10:19:49 am »
0

As much as I love listening to the Dice Tower (nearly all podcasts in the network and their video reviews) and how awesome I think it would be to go on, there are much more experienced people out there to represent the community. Robz is the one who first came to mind since he does videos and is a news reporter, but having theory go on would be awesome.
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Re: Showdown
« Reply #4 on: July 30, 2013, 12:04:26 pm »
0

Someone on that thread suggested Netrunner is a deck building game.  Has the average intelligence at BGG dropped?
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LastFootnote

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Re: Showdown
« Reply #5 on: July 30, 2013, 12:15:24 pm »
+1

I'm definitely unqualified, since I have very little experience with other deckbuilders. I've played the Star Trek DBG once (had a terrible time), and I've played Quarriors once (it seemed promising).

How many people out there have played a bunch of these deckbuilders (at least half a dozen times each) AND think Dominion is the best one? I can only speak for myself, but because Dominion is so great, I've had little incentive to try most of the others, especially since I haven't heard great things about most of them.
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Re: Showdown
« Reply #6 on: July 30, 2013, 12:37:35 pm »
0

As far as 'pure' deckbuilders go (the physical building of the deck being the core of the game) other than Dominion I've only played Puzzle Strike and Ascension. Puzzle Strike is a Sirlin game so its not as good as what it copies. Ascension I've only played by iOS, but it has a far more casual feel compared to Dominion. I prefer Dominion over both of them by far, but I've only tried three of, like, 20 deckbuilders. I know some people enjoy Thunderstone, and Tom raves about the Marvel Legendary Deckbuilding game quite a bit. But I think the general consensus is that Dominion is better as far as 'pure' deckbuilders go.
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Re: Showdown
« Reply #7 on: July 30, 2013, 01:05:52 pm »
+2

I played the Lord of the Rings deckbuilder, and it was awful.  Whoever made it demonstrated essentially no understanding of game design.  It was like Dominion, except that every card was worth victory points, and generally the strongest card were worth the most.  This sets up a game-ruining positive feedback loop right where Dominion has a negative feedback loop (your deck usually grows weaker when you score points).  To make matters worse, the supply constantly cycles like black market, providing ample randomness which is then magnified by the aforementioned feedback loop.   :'(
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Re: Showdown
« Reply #8 on: July 30, 2013, 01:47:17 pm »
0

We'd want someone good at making arguments, good at articulating themselves clearly, very knowledgeable about Dominion... someone like a lawyer running a Dominion strategy site would be perfect, I think.

I fit none of these criteria at all...
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theory

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Re: Showdown
« Reply #9 on: July 30, 2013, 01:54:37 pm »
+13

We'd want someone good at making arguments, good at articulating themselves clearly, very knowledgeable about Dominion... someone like a lawyer running a Dominion strategy site would be perfect, I think.

<3

Thanks for bringing my attention to this!  I contacted them.  Though as LastFootnote pointed out, I haven't played that many other deckbuilders -- certainly none even close to the same degree as Dominion.
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LastFootnote

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Re: Showdown
« Reply #10 on: July 30, 2013, 02:26:50 pm »
+9

Here's a question: how many of the deckbuilders out there have a Dominion-style card supply? By this I mean a supply that consists of several piles of (usually) identical cards. It seems like most deckbuilders (Thunderstone, Ascension, Star Trek, apparently Lord of the Rings) have a card supply that constantly cycles, which presents two "problems".

First, it means that it's much harder to have a long-term strategy. You have very little control over whether the cards you need will be available to purchase when you [need/can afford] them. I'm a big fan of tactical play and making the most of what's handed to me (Kingdom Builder rules!), but it's best when you can pair that tactical acumen with a coherent strategy.

Second, it makes each play of the game feel more samey. Sure, you may have a big deck with over 50 unique cards, which is a lot of variety. You shuffle the deck, and the order these cards become available makes each game play differently. Perhaps you won't get through the entire deck in most games, so you may never see certain cards in every game. I can name another game that meets all these characteristics: Uno.

The fact that Donald X. games in general (and Dominion in particular) don't include every card in each game is huge. No two games of Uno are ever going to feel as different as a King's Court engine is from a Duke slog. I'd argue that this, not the deckbuilding mechanic, is the defining characteristic of Dominion and the thing that gives the game such incredible staying power. It also makes it easier to make and sell expansions. Imagine if Dominion only had two sets with 100 Kingdom cards per set, but only 1 to 3 copies of each. It'd be a worse game AND wouldn't have made nearly as much money! Yet this is a mechanic that most subsequent deckbuilders chose not to incorporate. Go figure!
« Last Edit: July 30, 2013, 02:35:43 pm by LastFootnote »
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Re: Showdown
« Reply #11 on: July 30, 2013, 03:17:32 pm »
+3

I have played a number of games of thunderstone, quarriors, and Legendary, not any others I can think of off the top of my head. Also not sure if I can do this time-wise, whatnot, etc. Well anyway, discuss.

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Re: Showdown
« Reply #12 on: July 30, 2013, 03:29:07 pm »
+6

I would gladly and happily defend Dominion's honor.

Not knowing what I am talking about has never stopped me from doing a media appearance before... but unfortunately, I'm not super acquainted with other deck builders. I've played Ascension, I don't like it very much. I've played Settlers, Agricola, Caylus, and Carcassonne enough to assert that Dominion is better, but those aren't deck builders, so.

Simplicity X variance is Dominion's strength, I would say. it's elegantly easy to play, but significantly different every time. It's beginner friendly, because those initial two games where you have no idea what you are doing only last like 15 minutes each. Compare to Agricola, which I do really, really like, but it took almost an hour to explain the rues and about 3 and a half hours to play, and of course the person who had played before won and we were totally lost. And Agricola is pretty great, but Dominion is much more replayable. Every game is so different! We are still obsessed with it years later! (Again, I know Agricola isn't a deck builder, it's just the game I learned most recently).
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Re: Showdown
« Reply #13 on: July 30, 2013, 03:38:49 pm »
0

Every other deckbuilder I have played so far completely misses the mark, the worst I've played being Miskatonic School for Girls.  Ascension comes closest to being a neat game to me, but man, I can't think of any reason I'd want to play it over Dominion.
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Re: Showdown
« Reply #14 on: July 30, 2013, 06:39:51 pm »
+1

If you were to list up a few other deck builders and ask what was wrong with them, I'm sure plenty of people will post up some bad comments. It's the internet after all.

Most of the deck builders have tried to add a fantasy or sci-fi theme thinking it immediately improves the game. In fact the more modest theme of Dominion is more accessible and allows Dominion to be a gateway game.

A Few Acres of Snow - Excellent but with a winning move for one side.
Puzzle Strike - Play a computer game if you want to crush gems.
Rune Age - Not enough variation of scenarios/races in the game box.
Thunderstone - One of the worst matching of mechanics to theme that I've seen ever in a game. Badly written rules.
Ascension - Random draws to the available draft made it too opportunist.
Quarriors - Lose every time with bad rolls.
Miskatonic School for Girls - No control over your deck so not much of a deck builder.
« Last Edit: July 30, 2013, 06:42:52 pm by DG »
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Re: Showdown
« Reply #15 on: July 30, 2013, 07:01:16 pm »
+2

Puzzle Strike -- blatantly ripped off a design done by a Dominion fan with no credit given (source).
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Re: Showdown
« Reply #16 on: July 31, 2013, 02:42:17 am »
+4

Here's a question: how many of the deckbuilders out there have a Dominion-style card supply? By this I mean a supply that consists of several piles of (usually) identical cards. It seems like most deckbuilders (Thunderstone, Ascension, Star Trek, apparently Lord of the Rings) have a card supply that constantly cycles, which presents two "problems".

First, it means that it's much harder to have a long-term strategy. You have very little control over whether the cards you need will be available to purchase when you [need/can afford] them. I'm a big fan of tactical play and making the most of what's handed to me (Kingdom Builder rules!), but it's best when you can pair that tactical acumen with a coherent strategy.

Second, it makes each play of the game feel more samey. Sure, you may have a big deck with over 50 unique cards, which is a lot of variety. You shuffle the deck, and the order these cards become available makes each game play differently. Perhaps you won't get through the entire deck in most games, so you may never see certain cards in every game. I can name another game that meets all these characteristics: Uno.

The fact that Donald X. games in general (and Dominion in particular) don't include every card in each game is huge. No two games of Uno are ever going to feel as different as a King's Court engine is from a Duke slog. I'd argue that this, not the deckbuilding mechanic, is the defining characteristic of Dominion and the thing that gives the game such incredible staying power. It also makes it easier to make and sell expansions. Imagine if Dominion only had two sets with 100 Kingdom cards per set, but only 1 to 3 copies of each. It'd be a worse game AND wouldn't have made nearly as much money! Yet this is a mechanic that most subsequent deckbuilders chose not to incorporate. Go figure!

I'm not interested in appearing on the podcast but I'll add this for the one who eventually does go on:

My first deckbuilder was actually Ascension, a game I still love (and it's the only other deckbuilder I played). The three main reasons that Dominion sees more table time have nothing to do with variety but:
1. My friends are really put off by the theme in Ascension. "this looks like Magic"
2. Because of the continuously varying supply, the first few games have a lot of card exlaining DURING THE GAME (rather than before the game as is the case with Dominion)
3. Ascension gets worse with more players

First two are obvious, third I'll get to later.

Other than also having the deckbuilding mechanic, the "feel" of the game is different and the games are tough to compare as  a result. An analogy:
In football (which is called soccer in some backward countries :p) the players and the coaches have a completely different perspective. The coaches analyze the conditions, their own tools (i.e. player skills) and the tools of the opponents before the game, and decide on a strategy taking into account all this. Once the game is going, their influence on the game is very limited; they are allowed just 3 substitutes, and can give some further instructions to their players. Sometimes bad or good luck happens (lucky goals, injuries, bookings, etc.) and they have to adjust accordingly. But if any really major adjustments are required, there is only so much they can do.
For the players on the other hand, they go in with the instructions of the coach (a general strategy), but once the game gets going, for them it is more of a moment-by-moment game; stuff happens, they have to respond, to which the opponent responds, etc. A small error; an unlucky referee call; fouls; getting under the opponent's skin - that is the game for the players.

I'd say Dominion is more similar to what the coach experiences, while Ascension is more similar to what the players experience.

In Dominion, you look at the board, decide what to do, and do it. Even though you do have to take into account what the opponent might do and/or does, often when you have to seriously adjust, either due to bad draws or due to the opponent choosing a strategy you didn't identify earlier or due to just having picked a bad strategy, it's an uphill battle. Also, there is very little you can do to stop your opponent from doing their thing - you have attacks, but which attacks are available was known before the game even started; card denial is limited to winning the split; sometimes you can flexibly open preparing for either slog or rush; and then you have Duchy dancing and three-pile-control.

In Ascension, you play more on a turn by turn basis - you grind the margins, each turn you try to find the balance between scoring more points than your opponent, making your opponent score less than you on his next turn (card denial is HUGELY important), and cutting your losses to set yourself up for more point scoring later (either gambling on favourable center row draws or buying cards that allow you to control the center row). Go with the flow, continuously adjust to the current conditions and to the opponent.

Both are a different beast, I like both.

Then I return to the >2 players problem of Ascension:
Inherently, each turn you're trying to do better than the player who went before you, and you're trying to set things up so things suck for the player after you. In two player games, the player before and after you is the very same player, so it's all fine and dandy. With more than two, however, you respond to one player, while making a third player respond to you. Your influence on any other players is negligible. This means that the player who sits behind the worst player has a distinct advantage. Which sucks.

For 4 (or 6) player games they did come up with a fix: TEAM GAMES! In this you play in player order A1-B1-A2-B2, and add the scores for team A and team B at the end of the game (but each player has a separate deck during the game!). You can choose to pay extra to send the card you bought to your team mates deck rather than your own. This sounds awesome, but since everybody I play with wants to play Dominion, I haven't been in the position to try it. Oh well. It's not like I'm not having fun with Dominion. My 5 province - 2 Duchy HoP megaturn of two days ago certainly was enjoyable...:)
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eHalcyon

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Re: Showdown
« Reply #17 on: July 31, 2013, 03:30:25 am »
0

In a quick search, the earliest listing for Ascension I see on BGG is from 2010 (not counting a different non-deck-building game of the same name from 1982).  Dominion is from 2008.  Am I missing the original listing?  It's hard to tell because they all seem to have a tagline in the name.  I am fairly certain that Dominion was the very first deck building game.

Edit: to make the rest of your post more succinct, you seem to be saying that Dominion is more strategic while Ascension is more tactical.  Having not played Ascension, I have no idea if this is true.  But I'd say that Dominion has plenty of tactics in it as well.

Edit 2: Oh wait, you said YOUR first, not THE first.  My bad.
« Last Edit: July 31, 2013, 03:38:42 am by eHalcyon »
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Re: Showdown
« Reply #18 on: July 31, 2013, 03:47:53 am »
0

In a quick search, the earliest listing for Ascension I see on BGG is from 2010 (not counting a different non-deck-building game of the same name from 1982).  Dominion is from 2008.  Am I missing the original listing?  It's hard to tell because they all seem to have a tagline in the name.  I am fairly certain that Dominion was the very first deck building game.

Edit: to make the rest of your post more succinct, you seem to be saying that Dominion is more strategic while Ascension is more tactical.  Having not played Ascension, I have no idea if this is true.  But I'd say that Dominion has plenty of tactics in it as well.

Edit 2: Oh wait, you said YOUR first, not THE first.  My bad.

And in fact, Justin Gary (Designer of Ascension) totally gave credit to DXV for inventing the deckbuilding mechanic. Something along the line of, "I love Magic draft, but I love the draft bit actually a bit more than the actual Magic playing bit, then I played Dominion, totally loved it, and decided to make my own deckbuilding game". Can't be bother to look for the quote though. But I just wanted to add this tidbit of information before anybody got their panties in a twist.
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Re: Showdown
« Reply #19 on: July 31, 2013, 04:13:47 am »
+1

What Dominion does best is keeping it simple without scaring away the players.

I knew of Magic and knew it wasn't for me. Of course because it's a money sink, but the fantasy theme didn't do it for me.
Dominion with its very light medieval theme was accessible enough and most of the cards were pretty straightforward.
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Re: Showdown
« Reply #20 on: July 31, 2013, 09:30:17 am »
0

Most of the deck builders have tried to add a fantasy or sci-fi theme thinking it immediately improves the game. In fact the more modest theme of Dominion is more accessible and allows Dominion to be a gateway game.

Eminent Domain falls into this category as far as adding the sci-fi theme to it. I've only played it a couple times and it is a decent game, but I know the theme created some dynamics that the casual gamer may not really enjoy. My wife was nice enough to try it with me but the space theme seemed to be tough for her to get past, and made it less fun for her to really understand the rules. I enjoy it more than Ascension personally, but it feels like I will need to play it WAY more than I played Dominion before I got hooked, or completely understood the game. I find myself referring to the rulebook quite often to verify whether I'm cheating...

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Re: Showdown
« Reply #21 on: July 31, 2013, 09:35:00 am »
+1

Here's a question: how many of the deckbuilders out there have a Dominion-style card supply? By this I mean a supply that consists of several piles of (usually) identical cards. It seems like most deckbuilders (Thunderstone, Ascension, Star Trek, apparently Lord of the Rings) have a card supply that constantly cycles, which presents two "problems".


Thunderstone doesn't have a cycling supply; it works the same as Dominion. You might be thinking of Epic Thunderstone, which is a popular variant.
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Re: Showdown
« Reply #22 on: July 31, 2013, 09:46:01 am »
0

The only other deckbuilder I've played was Thunderstone.
The cards and theme looked pretty but I didn't like the gameplay and mechanics at all.

I feel you don't really get to make a lot of decisions in Thunderstone. After being dealt your hand all you ever do is calculate if you can defeat one of the monsters with the cards you were dealt. If yes you do, if no you can either use your turn to trash a card or buy something new in the village.
Unlike Dominion you can't really trim your deck down to the point where you have a reliable engine and you get the feeling you have your deck under control. So instead you just get dealt random junk every turn and try to do your best with it. Your deck gets bloated more and more along the way because defeated monsters (=VP cards) go directly to your deck.
So overall my impression is that it severely lacks strategy. Maybe I just didn't get it, so if there's a Thunderstone fan somewhere around here maybe they can enlighten me?

EDIT: Also the rules are horribly complicated. Dominion is much more elegant in that regard as you can derive pretty much every rule in the game from a few well-defined axioms.
« Last Edit: July 31, 2013, 09:54:48 am by PitzerMike »
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Re: Showdown
« Reply #23 on: July 31, 2013, 10:09:50 am »
+2

The only other deckbuilder I've played was Thunderstone.
The cards and theme looked pretty but I didn't like the gameplay and mechanics at all.

I feel you don't really get to make a lot of decisions in Thunderstone. After being dealt your hand all you ever do is calculate if you can defeat one of the monsters with the cards you were dealt. If yes you do, if no you can either use your turn to trash a card or buy something new in the village.
Unlike Dominion you can't really trim your deck down to the point where you have a reliable engine and you get the feeling you have your deck under control. So instead you just get dealt random junk every turn and try to do your best with it. Your deck gets bloated more and more along the way because defeated monsters (=VP cards) go directly to your deck.
So overall my impression is that it severely lacks strategy. Maybe I just didn't get it, so if there's a Thunderstone fan somewhere around here maybe they can enlighten me?

EDIT: Also the rules are horribly complicated. Dominion is much more elegant in that regard as you can derive pretty much every rule in the game from a few well-defined axioms.

I don't like Thunderstone as much as Dominion, but I think you're wrong about being unable to create a Dominion-style deck. What I've noticed is that while I'm not good at "dungeon crawl" type games in general, my skill at Dominion has carried over to Thunderstone to the point that I can win games using deck-building skills I learned from Dominion. While it's true that you can't ever build a completely reliable engine where you draw your deck every turn, for example, there are a fair number of trashing cards, and if those are available, you can make a quite-thin deck.

Basically what I've done in the past couple games is spend a really long time just going to the village. Just trashing cards, gaining XP if there's any card that gives XP from the village, and getting just a couple power cards in my deck. Then, when I'm several points behind because everyone else has been going to the dungeon, I hit the dungeon. And at this point I have a deck that can take out my choice of monster with almost any hand I'm dealt. I'll often only have 12 cards in my deck at this point, so I'll be seeing my whole deck every other turn. Even if I can only reliably kill something every other turn, that's better than other players who are becoming bloated with low-vp monster cards and I overtake them.
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Re: Showdown
« Reply #24 on: July 31, 2013, 10:20:03 am »
+1

Here's a question: how many of the deckbuilders out there have a Dominion-style card supply? By this I mean a supply that consists of several piles of (usually) identical cards. It seems like most deckbuilders (Thunderstone, Ascension, Star Trek, apparently Lord of the Rings) have a card supply that constantly cycles, which presents two "problems".


Thunderstone doesn't have a cycling supply; it works the same as Dominion. You might be thinking of Epic Thunderstone, which is a popular variant.

Thunderstone is really a hybrid, since you should probably count the Dungeon as part of the supply.
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