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Messages - BlackHole

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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

Dominion General Discussion / Re: Interview with Donald X.
« on: June 29, 2022, 04:51:32 am »
I really like that you managed to slowly but surely shift the gameplay such that turns of other players don't feel as "watching them do their thing" any more (which was always fine and so on. But still). Well done!
I mean, non-attack player interaction is one thing, but it never felt as active to me as these days, where you can literally play (i.e. optimising your starting hand, attack) on their turns, and not only passively being thrown some interactions at. The more so, it's especially (also) the old sets that are changed in this direction, so it's really Dominion itself that changes for me. How did that development come about? When did it became clear it will turn out like this?

Dominion General Discussion / Re: Dominion: Allies
« on: December 10, 2021, 03:13:48 am »
I do appreciate the fact that Art Museum gets leaked in Dutch first.

Dominion General Discussion / Re: Interview with Donald X.
« on: November 22, 2021, 02:07:31 pm »
Sooo, what about the preview schedule? :)

Dominion General Discussion / Re: Dominion: Allies
« on: November 06, 2021, 05:45:31 am »

Coins (to account for whatever mechanic) return! The German publisher at their best...
I can't really figure out any names though, nor the expansion icon. But the weird purple strawberry art of that Treasure-Something bugs me (it doesn't look like its a Treasure-Attack at least).

Is it just me or do Villain and Silk Merchant seem pretty weak?

Ducat is this close to being strictly better than Candlestick Maker and CSM is alright so I guess Ducat is at least alright.
Apart from that you actually cant use the coin token the turn you play Ducat? (Modulo the usual suspects)

Dominion General Discussion / Re: A Dominion Chronology
« on: August 07, 2018, 01:41:00 pm »
Great work!
So how is Dominion exploring european history further on?  :)
That would be sooo great!

Will we see the Enlightenment (niceee), the french revolution or the industrial revolution? Reminds me of Assassin's Creed somehow...  ??? :D

Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 21, 2017, 07:49:56 am »
got the last ones :)

Faithful Hound - Getreuer Hund (old-fashioned, but that's fine) and
Devil's Workshop - Giftküche (I like this one more and more as I think about it)

Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 20, 2017, 10:51:52 am »
Conclave = Alt VP? ;)

Dominion: Nocturne Previews / Re: Is there any update on Nocturne?
« on: October 15, 2017, 04:52:32 pm »
Ok, so the Dark Ages tray got 31 slots for 10-12 cards, six for approximately 20 cards and two slots for more (around 50, the slots from ruins and the randomizers). Assuming one of the big slots is again for randomizers, we have one big left. I would suppose it's the one for the hierlooms since for anything else those are probably a bit too many cards, apart from like boons and hexes combined to one pile when stored. Boons and hexes otherwise would take two of the bigger slots, then there are 31 normal and 4 bigger ones left. These are filled up by 33 kingdom cards, with four cards that can contain upgrades like hermit/urchin or a traveller line maybe. In the former case there are two slots left, in the latter one. Are there blank cards? :D

Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 08, 2017, 08:51:50 am »
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 ;)
This also sounds more like heirlooms. It's kinda strange to inherit 7 times the same thing apart from dishes. Oherwise the heirlooms are probably forks made out of silver, what about that? :D :D

Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 04, 2017, 11:14:15 am »
Ok, so let's talk about what really matters ;).

What happend to our events and landmarks?! :'(

Other Games / Re: Temporum: Alternate Realities speculation
« on: June 27, 2017, 06:53:14 am »
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 :)
It preordered it at MiniatureMarket, and it came the end of may I think. ;)

Other Games / Re: Luciferous' Temporum Client
« on: June 19, 2017, 04:50:23 am »
Very happy to see new zones implemented! :)

But I think Y2K is wrong right now. It let's you choose a perpetual card in play to discard, although it should be a card from your hand.

Other Games / Re: Temporum: Alternate Realities speculation
« on: June 04, 2017, 04:41:36 pm »
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.
So that's also the case with Capitalist Utopia? I can't find a statement in the rulebook like this. :(

I 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.
It could have happend when visiting Warm Globe ;)

Other Games / Re: Temporum: Alternate Realities speculation
« on: May 30, 2017, 06:49:03 am »
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.
:D :D
Also, I see the rules for Robotic Utopia say: "you gain (crown) and advance a ". But that's all I can find ;)

Other Games / Re: Temporum: Alternate Realities speculation
« on: May 30, 2017, 04:40:27 am »
I posted a Secret History.
Nice!! :)
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.
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.
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"? ;)

Other Games / Re: Temporum: Alternate Realities speculation
« on: May 29, 2017, 01:38:11 pm »
I posted a Secret History.
Nice!! :)
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...

Other Games / Re: Temporum: Alternate Realities speculation
« on: May 24, 2017, 10:34:43 am »
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.

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.
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.

For me it seems like in general this expasion really pushes the 'transform your recources at the right moment' theme. Therefore, with cards like Tactitian or Visoinary being accessible, this maybe weakens the 'I give you money which you can't use'-thing. But on the other hand, retreating crowns for other resources like in Cutthroat's Cutlass also fits in this theme, but strenghtens Alien Egypt. I think designwise this really is a step further than the base game, and it even pushes the point that all players could finish the game at roughly the same time.
There are also less cards which give you a super bonus for scoring more times, like King's Sword or Gladiator's Gladius. Maybe rather than this, the ruling options now change quite heavily with cards like Meritocracy, Capitalist Utopia and Secret Weapon. Which is very interesting. It's just a super cool expansion :)

Other Games / Re: Temporum: Alternate Realities speculation
« on: May 23, 2017, 05:12:25 pm »
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 $100 needed for Alien Egypt is just the right amount to make it so that it's neither an automatic go-for or an automatic avoid. It is helped by things that provide more-than-average money, of course. So Golden Goose, Warm Globe, Summer of Love, etc.
I would also say #3 sounds the most reasonable. And time 1 ruling sounds like the usual way when going for Alien Egypt.
But it's really interesting that the benchmark is exactly 100$. Why not 95 or 108 or something else? Looks a bit like this was set on purpose, but how high do you want to deviate from the exact amount to get a nice number? That's a question to be hopefully answered by the secret history ;)

Apart from that, do things like Golden Goose, Warm Globe or Summer of Love really not help the 'normal' strategy too? I mean you have the experience, Gendo, but I would rather say, going for the Alien strategy implies playing more cards than a normal strategy, thus cards like Gang of Pickpockets or Black Market let you profit much more of going for Alien Egypt.

Speaking of strategy, I also think Trade Goods is bit tricky. As it is a card which is not worth the card itsself (scoring it only advances 2, not 3, for 0$), you'd better use it not for playing or scoring, but for discarding or other things, where it plays a role as card in your hand rather than something you want to play/score, right? Really looking forward to play with it. :)

Other Games / Re: Temporum: Alternate Realities speculation
« on: May 22, 2017, 04:31:11 am »
New zone cards (don't have my printer, so phone pictures):
So cool :)
So Exodus says "Advance 2 crowns of yours from a time you rule, then a third if you still rule there."? :D
Plus that box of cause.  ;)

Other Games / Re: Donald X.'s new game Kingdom Builder
« on: May 19, 2017, 04:36:34 pm »
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...
From Crossroads I really like the cards which reward you for fulfilling certain criteria. Of course if you want to play with 5 players purchase Nomads. Apart from that, this one is ok but it's just not as cool as Marshlands in my opinion.

Other Games / Re: Temporum: Alternate Realities speculation
« on: May 19, 2017, 03:10:35 pm »
I ordered my copy at miniature market. Seems like they have some left ;)

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.
Definitly not. :D Thats why I said I don't think this will appear as a real card.
I'm sure though Donald already thought about cards like these ;)

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