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Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 29, 2022, 09:53:29 am »
Trail is cwazy just because of the way how it avoids getting put into the trash
Is it just me or do Villain and Silk Merchant seem pretty weak?Apart from that you actually cant use the coin token the turn you play Ducat? (Modulo the usual suspects)
Ducat is this close to being strictly better than Candlestick Maker and CSM is alright so I guess Ducat is at least alright.
All right. Heirlooms, we know they replace your coppers. They could be better than coppers, but they probably won't be that much better. They won't be worth $2, for instance. What do you do with coppers? You trash them, often enough. They probably won't do something when trashed, per se, because trashing won't be in every game, and probably playing with heirlooms should make a difference even in a game without trashing. I think they could be worth VP. A starting deck with 7 extra VP sounds nuts, but what if provinces split 5-3 because one player trashed two heirlooms and got $8 more often? But that still doesn't really "do" anything in a game with no trashing. Coppers that trash themselves aren't a good idea, without some further cost, and don't make sense with the name "Heirloom" I don't think. You want to keep an Heirloom. That's what I got. Stoked for the madness, like always.So, why should all heirlooms be the same? The shelters are also different from each other
Has anyone managed to get this in Europe? Amazon UK had it with RGG plus shipping from US, so I held off, but even that has gone now.I got it in Germany
So that's also the case with Capitalist Utopia? I can't find a statement in the rulebook like this.I thought Exodus's extra-crown clause was true regardless of whether Exodus was currently real. I could easily be mistaken.It doesn't do anything unless it's real.
It could have happend when visiting Warm GlobeI noticed that Exodus lets you end the game on a tie, if multiple players have 10 crowns on Time IV and then Exodus becomes unreal. Although, a careful reading of the instructions suggests that each player checks only their own victory condition at the end of their turn.
Right. Pretty sure it never could matter until the expansion, but you can only win on your turn.
Haha cool. So maybe the same like "Amazonian Europe" (which is mentioned in the zone setup examples), which should rather be "Empire of the Amazonas"?Apparently I did not proofread that rulebook sufficiently.
Haha cool. So maybe the same like "Amazonian Europe" (which is mentioned in the zone setup examples), which should rather be "Empire of the Amazons"?Yes, Alayna said "Pope Hat, that should be Papal Tiara" (when working on the main set) but I never printed out a new copy for the prototype and got the name wrong in the expansion rulebook.I posted a Secret History. https://boardgamegeek.com/thread/1787711/secret-history-temporum-alternate-realitiesNice!!
But what is "Pope Hat" btw? It also comes up in the expasion rules but doesn't exist as card, as far as I know...
Ha, didn't notice that. It must be Papal Tiara.
I posted a Secret History. https://boardgamegeek.com/thread/1787711/secret-history-temporum-alternate-realitiesNice!!
The main thing with Golden Goose is that it provides only money, which is the only thing you ultimately need for Alien Egypt. While Golden Goose can make the whole game go faster anyway, it's also possible that the extra money is worthless to opponents who are going for the score instead. Especially if played late in the game. What I mean is, all the extra money in the world isn't going to help them if they don't have the cards to score.Yeah, that of cause is right. But if not played in the endgame, you usually can do something with the money. Until you come to the point where you need to have the right card to score just the right amount of coins. Then it the extra money changes nothing for your opponents, thats perfekt.
I think you're definitely right about Gang of Pickpockets and Black Market (And now Bank). All the score turns for a normal strategy are probably play turns instead, so definitely more playing per game.
I wouldn't put too much stock in my experience, though; I only had a small handful of games with Alien Egypt.
I would also say #3 sounds the most reasonable. And time 1 ruling sounds like the usual way when going for Alien Egypt.How good is Alien Egypt? To win normally, you need 30 crowns = $120. To win by Alien Egypt, you need $100 + 1 turn = $108. So Alien Egypt saves you $12, or 1.5 turns.
So, a few options:
1. Play an ordinary strategy, taking advantage of the bonuses for ruling times, and win by crowns.
2. Play your 2 cards, then sit on Alien Egypt for the rest of the game, taking money until you win.
3. Cleverly draw and play cards, earning more than $8 a turn, and winning by Alien Egypt.
4. Cleverly advance a few crowns to rule some times, earning more than $8 a turn, and winning by Alien Egypt.
I'm kind of surprised that strategy #2 is even allowed, since it doesn't seem like the kind of game DXV would want to encourage. But maybe the reason it's allowed is that it's not very strong.
#2 is definitely not strong. Among many other factors, you have 2 cards in your hand to start, and if you never play or score those cards, you've wasted 2 really important resources. Then there's the fact that you'll never rule a time (until maybe eventually time 1).
#3 is generally the way to win Alien Egypt, though I'm not sure that #4 is a different strategy than #3; cleverly drawing and playing cards generally involves advancing a few crowns anyway. Though crown advancement is less important if you plan to win with Alien Egypt.
From my experience, the $100 needed for Alien Egypt is just the right amount to make it so that it's neither an automatic go-for or an automatic avoid. It is helped by things that provide more-than-average money, of course. So Golden Goose, Warm Globe, Summer of Love, etc.
New zone cards (don't have my printer, so phone pictures):So cool
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I love Kingdom Builder but haven't played any expansions. If I were to buy one, which one should I buy?I don't dont own Harvest, but from the other expasions i think Marshlands is the one which pushes the game the most. The new kingdom builder cards are nice there, and the extra actions for owning two of one kind of location are super nice. But I never played this expansion with more than three players...
Definitly not.There's the same problem with -1 Action. Either it's strong enough on its own and too strong with +actions or it's too weak without +actions.Well, we already know some ways to get around this issue. I don't really think this kind of card is ever going to happen, but you can make it like "-1 Action. If this is the first time you played a [crazy card] this turn, ..."
If then it is ok to play this card with only one action left (of cause you would need to buy two villas to have an action again - not so great rules-wise), you can make it strong, but playing further [crazy cards] may not be overpowered any more.
But then it isn't such a simple concept anymore, is it.