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Messages - Ankenaut

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Dominion: Nocturne Previews / Re: Bonus Preview $5: Necromancer
« on: October 27, 2017, 09:54:41 am »
Man I would not have bought this game if I had known it would end up adding a zombie mechanic halfway through.

You better burn these cards when you get them, just to be safe. Apparently trashing them isn't good enough.

Dominion: Nocturne Previews / Re: Previews #5: Exorcist, Pixie, Vampire
« on: October 27, 2017, 09:00:07 am »
Asking the important question: are you going to use one tab or three when you put Spirits in your storage case?

Yup! Also Embargo Tokens. I just don't like the components. The actual mechanics are really fun. We don't even use the playmats irl. I don't want to have to dig through my boxes/storage solution for a piece of cardboard every time one specific card comes out on the table. I mean, Donald X made the right call from a design perspective on the playmats for user friendliness reasons- no doubt about it. They just aren't for me. And I wish the Adventures tokens had a more card-centric way of doing things. But that's just because I'm a card junky. Every non-card thing included gets in the way of my irrational need to own many, many different pretty cards.

The reason I'm ok with the 3 main metal tokens is because they have an additive quality to them that makes them more convenient than cards. For instance, if you're gonna design a mechanic around VP's that don't clog your deck, you have three options as far as I can tell: have players write down the running tally on a piece of paper (Let's call this the Milton Bradley method- which is the worst possible method), have a ton of extra cards that say "+1VP" on them that people set aside when gained, or have them be tokens. With cards, I have to pick up the stack and flip through to count how many I have. With tokens I can just glance down at them. So those make sense. Adventures Tokens though, don't save me time, just physical table space. Taking an Adventures token probably takes just as long as taking a State. So yeah, States are cool. End of rant  :P
I am sympathetic to this viewpoint. I like Adventures a lot, but do think it's a bummer that you have to get out a thing of chits to play with it. I do not mind the coins and VP, though I wouldn't have made Seaside without having more uses for the tokens in it (the prototype had not had tokens - Embargo itself went on the pile, treasures went on the mat for Pirate Ship).

I made it a point to not use tokens in Nocturne, since the last two sets had them. It's a thing though that they open up design space for simple cards; if you want to make more simple cards, you really want them.

I have two sets of 6 token storage bins: one set for all the metal tokens (1VP,2VP,5VP,Debt,Coin,Embargo), one set for the Adventures cardboard tokens (divided by color). The nice thing about the metal tokens is that they are generally useful among multiple sets, and multiple cards -- Embargo being the exception. The Adventures tokens are only useful with Adventures, and even then usually only a couple of tokens per player. Empires is the last expansion, and it introduced Debt; I can see future expansions having more debt cards. It's harder to see a reuse of the Adventures tokens. Unfortunately, the token bins are the hardest thing to integrate into my Dominion storage solution.

I'm sure the nice metal tokens are expensive, and that is a factor in play when deciding to make an expansion with them. I wouldn't mind seeing an expansion with more cards which use the metal tokens. I'm just not sure if the Adventures tokens are worth it.

I like the Adventures tokens, but it sounds like we need to someone to design some token-replacements out of those transparent playing cards. You could just drop them on the pile and still see the card underneath, but they'd only take up the space of a card and you could store them in a nice neat little stack.

In moments like this, I really wish Donald would look at fan card threads once in a while.

Do not imagine that Donald X. didn't think of having a Silver interaction in Werewolf.

This is not about Werewolf. It's about the fact that fan cards have become incredibly good here on fds (not all, obviously). People exchange ideas with each other, inspire each other, learn the pitfalls others already fell into. I know for a fact that my cards, including my personal favs like Road, Werewolf, Necromancer and Sunken City, would suck a lot more if I didn't have the whole fan card sub forum to give me feedback and inspire me. By refusing to even so much as look at fan card threads, Donald X strips himself of the synergy effect we fan card designers enjoy.

Most of the fun with fan cards comes in thinking them up and talking about them. My play group will humor me and play with mine sometimes, but they have zero interest in other people's fan cards. If Donald ever stopped working on Dominion, I'd be all for someone else taking over and continuing to roll out content if we were pretty sure it was of similar pace and quality. If Dominion were to churn out cards at MtG pace or we were just getting a bunch of variants of existing mechanics, I'd probably stop buying them.

I wonder if there will be a card that lets you play other action cards as Night cards for a turn. Kinda like a Villa/Mission mash up.

I think the problem with that is that a large majority of action cards would do nothing if you play them during the Night phase. +Buy, +, and +Action are worthless. +Card is mostly worthless unless you draw more Night cards with it. Gaining and attacking are mostly the same, but even most of those cards still rely on some vanilla bonus to be worth playing.

Right, we've seen some of the things people speculated would be part of a Night phase (gaining, attacking, setting up your next hand), but the main four resources don't make sense. I bet there's at least one Night card that can trash in-play cards.

Devil's Workshop is already giving me unpleasant flashbacks to Treasure Hunter and truly not remembering how many cards I'd gained on my previous turn, but I guess 0-2 isn't much of a range and I have more incentive to keep track of the number if it's for my benefit, not my opponent's.

Also, remembering how many cards you just gained so far on this current turn is a little easier than remembering how many cards your opponent gained on their last turn.

Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 20, 2017, 06:20:09 pm »
Thematically, a changeling can be a folklore character that replaces a child. That's a good candidate for a transforming card. Many others could be too. Werewolves and vampires of course, but you know idols can become cursed and cursed villages can be exorcised.

Dominion General Discussion / Re: Night cards speculation
« on: August 09, 2017, 08:07:22 pm »
Maybe you play Night cards after someone else's buy phase, not your own? Or, maybe the Night cards trigger something involving all players that needs to happen (sort of) between turns - kind of like the bidding with Mountain Pass?

Variants and Fan Cards / Re: Partnership Dominion
« on: April 10, 2017, 11:11:20 pm »
Bad co-op idea. Also, if you are 4 guys you wanna play a 4 player game and not Dominion.

I play 4-player Dominion all the time and have tremendous fun doing so. Partner variants could also mitigate some of the things people don't like about 3+ player Dominion. But hey, play what you like.


Breaking the rules slightly for card-shaped-thing combo: Clear case of a love triangle that, yet again, leads to both men dying and the grieving widow cursing the land on which the battle was fought.

Variants and Fan Cards / Re: Partnership Dominion
« on: April 05, 2017, 12:11:05 pm »
Yes, I like this one better.

I agree that a silver+ version would work at $5. It's not so much that $5 cards shouldn't compete with Gold, just that they shouldn't be strictly better. Since passing might not always be a good thing in every situation, it's not strictly better in this case, but it just seemed too close.

Variants and Fan Cards / Re: Partnership Dominion
« on: April 04, 2017, 03:50:27 pm »
I like Investment, but it seems better than Gold, so I feel like it ought to cost more.

Variants and Fan Cards / Re: Partnership Dominion
« on: April 03, 2017, 11:17:10 am »
I mean, it won't pay to have them actually printed, but it'd make a nice thought experiment.

Seems like a good idea to me. I wouldn't mind a whole expansion designed just for playing with partners, and I would print it off because I play lots of 4-player games.

The pricing of cards like this gets interesting. You have Collaboratory listed at $5 which is the same as Laboratory. Should it cost $4 because it has a delayed payoff like Caravan?

Variants and Fan Cards / Re: Partnership Dominion
« on: April 03, 2017, 09:23:56 am »
What we played was, you sit opposite your partner. The only differences from normal Dominion are:

1) You combine VP with your partner at the end of the game to see which team wins.
2) Attack cards don't affect your partner (even if you would rather they did). It's like your partner has a Lighthouse in play on your turns.

And here's the one that makes it really neat:

3) Any time you would gain a card, your partner gains it instead, to the same place you would have gained it. (Pretend this works; it probably technically doesn't.)

Just coming here to say that my 4-player group played some games with similar rules. Beforehand, I didn't think to come look and see if there were already rules proposed, but with our variation, #3 was instead

3) Any time you would buy a non-Victory card, your partner gains it instead, to the same place you would have gained it.

By only sending bought cards across the table instead of all gained cards, it helps some of the confusion around gaining rules, and it adds a little more variation in that your deck is doing some things for you and some for your partner. By having your deck keep the Victory cards it buys, you can't just have the good deck keep singing while the other takes all the dead cards. I think this might help with some of the difficulties raised in this thread.

Dominion General Discussion / Re: Interview with Donald X.
« on: January 29, 2017, 12:36:11 pm »
When you were initially developing Kingdom Builder, did it have actual Dominion cards for the deck building part, or were you trying out a non-Dominion-compatible deck building component?

Variants and Fan Cards / Re: Cards that change other cards
« on: September 27, 2016, 10:18:19 am »
Patron, a fanmade card, does something like that. We olay with it and we like it.

Cool, do you have a link to it?

Variants and Fan Cards / Re: Cards that change other cards
« on: September 26, 2016, 03:44:26 pm »
I did think about that, and I think your fix is a good one. I figured it was ok to say "not less than x" (where x > 0) as long as you have a ruling on how to interpret it for cards that started with cost less than x.

Variants and Fan Cards / Re: Cards that change other cards
« on: September 26, 2016, 02:04:05 pm »
So I think Cellar might actually be a perfect example of why this type of card could be problematic... even though Cellar got a new wording, it behaves 100% identical in all its rules. But the old wording and new wording each act different with Bookkeeper. It feels weird that the card should behave differently if King's Court happened to use "3" instead of "three", or if Throne Room said "2 times" instead of "twice". Those are arbitrary grammar decisions that don't affect how the card works, yet they affect how Bookkeeper works.

I guess I thought that was part of its charm, but I can definitely understand people not liking it.

Variants and Fan Cards / Re: Cards that change other cards
« on: September 26, 2016, 01:31:27 pm »
It would combo better with some cards than others for sure. What card doesn't? In most cases I think this is worse than Throne Room.

Cellar is pretty good with it if you play 1st edition rules.

What rule change would affect Cellar?

Sorry, that was mostly meant as tongue-in-cheek. The 2nd edition Cellar reads

+1 Action
Discard any number of cards, then draw that many.

Note that it doesn't say +1 Card anymore, so it's not a numeral. Obviously it's not the only case (Storeroom... what else?). Do a couple cases like that make it unsalvageable?

Variants and Fan Cards / Re: Cards that change other cards
« on: September 26, 2016, 10:57:14 am »
It would combo better with some cards than others for sure. What card doesn't? In most cases I think this is worse than Throne Room.

Cellar is pretty good with it if you play 1st edition rules.

Variants and Fan Cards / Cards that change other cards
« on: September 26, 2016, 09:16:59 am »
I've been mulling over ideas for cards that change other cards. Here's a simple variation on the idea (note that 1 is a numeral whereas "one" and "a" are not). Has this design space been explored here before?

Action - $2 cost
You may play an Action card from your hand as if all numerals on the card are increased by 1.

Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 22, 2016, 08:46:45 am »
However RGG does not currently use the logo (did I mention you have to pay for it?). So this is an issue mainly for the German publisher, Altenburger, and well I don't know what they're doing yet.

Don't you know what ASS is doing at all or only about the logo? I.e. will there be a German version of the new edition and the upgrade packs, and when?

Also, what will the upgrade packs cost?

The RGG website shows that the Dominion update pack will be $14.95. The price for the Intrigue update pack is not available, but presumably it will be similar.


Here's the links to the other products for those interested:

Variants and Fan Cards / Re: Flash cards
« on: June 15, 2016, 08:49:34 am »
I will have to go back and read more of the cards carefully when I have a moment, but I wanted to chime in and say that I like the flash mechanic (though I agree it could have a better name).

It's essentially simultaneous moves, which allow for interesting game theory ideas, like Prisoner's Dilemma and Chicken, to come to Dominion. I think the only official card like that is Masquerade.

Dominion: Empires Previews / Re: Empires Rulebook
« on: June 13, 2016, 08:51:12 am »
Looking at the art for Tax and Salt the Earth, I feel like there's a story there, but I cant quite place it...

I'm pretty sure its the same woman, getting taxed and then salting the earth, but then why have the soldiers swapped sides?

Here's the explanation I posted on Reddit about this:

Tax appears to have some people in dispute over a tax. Later, the two main guys don't appear. They're probably both dead. But, the widow seems to have brought the opposing army under her control and is now salting the earth of her enemies as a warning to anyone else who might try to cross her.

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