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Messages - GendoIkari

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1
General Discussion / Re: Brag Board
« on: March 21, 2024, 03:35:13 pm »
Our offer was just accepted on some land to build a house on!!

After multiple delays due to issues with getting DOT and county approval for new subdivision stuff; finally closed! We now own a bunch of land. Can't do anything at all with it until we get the floor plan finalized.

How it started:
http://pittersplace.com/pics/Start.jpg

How it's going:
http://pittersplace.com/pics/Current.jpg

2
Dominion General Discussion / Re: Horizontal Card backs
« on: March 19, 2024, 02:07:37 pm »
My memory vaguely says that when landscapes were first added (Adventures), the intention was to have the backs printed in landscape, but there was some sort of production mix-up that caused them to not be. Then it was decided that it worked out fine that way because they worked along with the randomizer deck. Am I right?
No. Events did get the wrong back; they were supposed to have the randomizer back, the expectation being that you'd shuffle them in with other randomizers. They got the regular back instead so we've stuck with that. It doesn't so much matter for shuffling that deck, because well the randomizer deck is just to give you a way to pick out cards, there's no way to cheat with it. These days I think people prefer to keep Events (and Landmarks and Ways and Projects) separate, so they can always have 2 or something. So a different back for all of those (not including Allies as they're always paired with Liaisons) would have been fine. But here we are.

Ah, that's right... so I was sort of half right; I knew there was something like that.

3
Dominion General Discussion / Re: Horizontal Card backs
« on: March 19, 2024, 11:27:35 am »
My memory vaguely says that when landscapes were first added (Adventures), the intention was to have the backs printed in landscape, but there was some sort of production mix-up that caused them to not be. Then it was decided that it worked out fine that way because they worked along with the randomizer deck. Am I right?

4
Rules Questions / Re: Hasty Territory
« on: March 05, 2024, 09:14:34 pm »
AJD is right, you can play it like normal. It’s mentioned on the wiki:

Quote
Playing a card that has no effect (like Territory) will still trigger e.g. Pathfinding, and it can count for e.g. Landing Party.

5
Rules Questions / Re: Charlatan and Bandit
« on: March 04, 2024, 04:48:14 pm »
I just wanted to confirm that I am interpreting the rules correctly. If a bandit reveals a curse with charlatan in the kingdom it will trash the curse correct?

Correct. Bandit will trash a treasure other than Copper if it reveals one. Curse is (in this case) a treasure other than Copper.

6
Feedback / Re: Cauldron Card Bug
« on: February 25, 2024, 01:18:26 pm »
The forum for online Dominion is here: http://forum.shuffleit.nl/index.php. This is the section of the Dominion Strategy Forum for giving feedback about this forum you're on now.

7
Dominion General Discussion / Re: Interview with Donald X.
« on: February 24, 2024, 02:46:14 am »
Of course this goes back to original Dominion where you can have Moat with no attack.

8
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 23, 2024, 10:39:25 am »
Footpad 2 coffers, each other player discards down to 3 cards. In games using this, when you gain a card in an action phase, +1 card.

The discard down to 3 cards is a bit too powerful IMO. 2 coffers and +1 card when you gain a card in the action phase is plenty.
Does the +1 card when a card is gained during the action phase apply to everyone the entire game?

The +1 card when you gain a card is just an "in games using this" effect, so it doesn't tie into the card's power at all; it just changes the rules for that game in general (and not even in a way that makes Footpad better since it doesn't gain a card). The actual effect is just Militia with Coffers instead of . That seems like should be perfectly fine for that; you're going to get attacked by it less often than you would get the exact same attack in a game with Militia.

9
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 23, 2024, 10:35:01 am »
Ferryman: 2 cards, 1 action, discard a card. Setup  add a kingdom card pile costing 3 or 4. When you gain this, take a card from that pile.
To me this seems like a card that leads to a 3 pile end strategy.
Ill Gotten Gains set up a similar strategy and was gotten rid of because of that.


No, it doesn't work like that (I originally read it that way as well). You choose an unused pile, but you don't add that unused pile to the supply. It's just a non-supply pile that can only be gained with Ferryman, and so it wouldn't count towards the 3 empty piles.

11
Copied from Discord:


Monday:
Cornucopia & Guilds are small sets that were later combined into one box. They're getting the 2E treatment, and I'm here through Wednesday to tell you about what left and what got added. As usual the cards can be tried out on dominion.games, and will come out on both dominion.games and the Temple Gates Games version after previews are over. There will just be three days of previews, and I'll show off everything by the end of them.

Today, three replacements for Cornucopia cards.

Harvest -> Carnival
Harvest is the first card you think of when you hear that there will be a Cornucopia & Guilds 2E. It's just not very good.

Carnival shows that all it takes to fix it up is to have it draw cards instead of making $.

Fortune Teller -> Shop
Fortune Teller is both slow and weak. Relic is the fixed version.

Shop puts the idea from Conclave and Imp onto a card in the set that likes variety.

Horse Traders -> Ferryman
Horse Traders has lots of tiny text. That's really what's wrong with it. This kind of thing was done better later, and Guard Dog is basically the replacement for this.

Ferryman is some other thing. It's a card that comes with a card, providing a way to get variety into your deck.


Tuesday:

Here are more previews, this time replacements for Guilds cards. Note that Guilds also got a rules change: Coffers can now be converted whenever (on your turn). It's been like that online for a while.

Doctor -> Infirmary

Doctor has more randomness than I'd like. It's also super wordy.

Infirmary is a straight fixed version. It's less random and much simpler. Yes I'm saying that about a card that has you play itself N times.

Masterpiece -> Farrier
Masterpiece is a model of simplicity, but rarely useful.

Farrier doesn't try to imitate it; instead it's a new overpay card, giving you more cards for next turn. That's Wei-Hwa Huang in the art; this Farrier used to dive for pearls.

Taxman -> Footpad
Taxman is another wordy one, and not great.

Footpad spices up a basic Militia attack with a way to draw cards in games with it.


Wednesday:

The update pack has 100 cards, so we're not done yet.

Farming Village -> Farmhands
Farming Village is inoffensive; how am I replacing it? The thing is, it doesn't actually do anything. It plays very much like a plain village that costs $4. And that's great, so Farming Village seems fine, but man, I could have a card that actually does something.

Farmhands then is a village that also helps you deal with "this turn I sure could have used a village."

Tournament -> Joust
So at last it's come to this. Tournament is crazy complex - giving you a 2x2 grid of pay-offs to grok - and while some people love it, many hate it. I could try to make a version that was less hated and more loved and also simpler.

And that card is Joust. There's no pay-off grid, no blocking; it's less snowbally, though of course still snowbally, and it's more of a commitment to have one in your deck. And there's no Followers. In fact the prizes are all different, though a couple are basically just renamed. Furthermore there are 6 different ones, and you use 2 of each for games with 3+ players.

Princess -> Renown
This one just has the errata Princess was already getting, to not be a while-in-play ability.

Trusty Steed -> Courser
This just drops the Chancellor part for simplicity. (Chancellor?)

Bag of Gold -> Demesne
Bag of Gold gets upgraded by also being a village with +2 Buys, and being worth VP, there, now is it worth taking? Note that now there are three Rewards that are villages and two that give +Buy, rather than one of each from the Prizes.

Diadem -> Huge Turnip
A new treasure, rewarding you for piling up Coffers. Yes Cornucopia & Guilds is now really just one expansion.

Followers -> Housecarl
The replacement has no real connection. Housecarl plays into Cornucopia's variety theme.

[Blank] -> Coronet
And a 6th Reward, since there was space. A super-throne.

13
Dominion General Discussion / Re: Thought Experiment: Biggest opening turn
« on: February 14, 2024, 05:20:41 pm »
There are other threads here that show was that you can purchase every card in the supply on turn 1; here's one: https://forum.dominionstrategy.com/index.php?topic=20233.0.

14
Dominion General Discussion / Re: Marchland
« on: February 01, 2024, 12:56:02 pm »
Added to auto-link; whenever the image gets put on the wiki.

15
General Discussion / Re: Movies I watched in 2023
« on: January 30, 2024, 04:27:58 pm »
This thread has inspired me to keep track of everything I watch in 2024. 

I've been doing it since 2016 and I love it. Both tracking what I watched and writing a very brief review (usually 2-4 sentences). I'm no good at assigning actual numbers; so I never rank anything out of 10 or whatever. It's nice to be able to look back both at the end of the year for coming up with my top 10, but also to look back years later when I'm trying to remember when I saw a movie or what I thought about it when I did.

16
General Discussion / Re: Movies I watched in 2023
« on: January 30, 2024, 03:15:02 pm »
I saw Mama in 2018; liked it a lot.

Watched Smile in 2023, also liked it. Would have liked it more if I hadn't already seen The Babadook, Hereditary, and It Follows, since Smile felt like it was retreading on a lot of the same ground.

Disagree about Evil Dead Rise; saw it last year and liked it. Probably about as much as the 2013 remake. So maybe it was the worst of the 5; but that's really not saying much.

17
General Discussion / Movies I watched in 2023
« on: January 01, 2024, 01:16:03 am »
As expected, Tears of the Kingdom took of a large portion of my free time this year, leading to fewer movies than usual. I watched a total of 102 films; 78 for the first time. Of the ones I saw for the first time; my favorite 10 in the order I watched them:

John Wick 1-4 (2014-2023) - I know it's kind of cheat to put 4 films in 1 slot, but they do all go together as 1 long story. I would rank them 3>1>2>4.
Everything Everywhere All at Once (2022)
About Time (2013)
Fiddler on the Roof (1971)
Unknown (2011)
Bells Are Ringing (1960)
Snowden (2016)
Fall (2022)
Mother! (2017)
He Got Game (1998)

Honorable mentions:
Take Shelter (2011)
The Green Knight (2021)
Knock at the Cabin (2023)

18
Dominion General Discussion / Re: no idea how to play this kingdom
« on: January 01, 2024, 12:25:34 am »
Yeah, there's no engine on that one. Big Money with two Witches might be competitive, or maybe there's some sort of Good Stuff Deck with a bunch of Markets and one Witch, and maybe a Cellar or two.

Wouldn’t you always buy Poacher over Silver on $4?

19
Rules Questions / Re: Reshuffling for "reveal until"
« on: December 29, 2023, 09:20:56 pm »
From the base game rulebook:

Quote
If you have to do anything with your deck - for example draw, look at, reveal, set aside, discard, or trash cards - and you need more cards than are left in your deck, first shuffle your discard pile and put it under your deck, then do the thing. If there are still not enough cards, you do the thing with however many cards you can. If when shuffling there are no cards in your deck, the shuffled discard pile simply becomes your new deck.

Note that “reveal” is listed.

20
Dominion General Discussion / Re: Best Uninteresting Moments in Dominion
« on: December 07, 2023, 04:44:41 pm »
Had a game with Tireless Landing Party

To clarify, is Landing Party simply never discarded from play no matter what?

21
Dominion General Discussion / Re: Interview with Donald X.
« on: December 02, 2023, 06:09:52 pm »
Any news on the sun, that big ball of hydrogen and some other stuff that illuminates earth?

I’ve been informed that it’s rising in the morning.

22
Rules Questions / Re: Using Night Cards to Trigger Magic Lamp
« on: November 22, 2023, 12:01:43 pm »
As things stand, I think there are only two ways that a night card can be one of the six for Magic Lamp:

1) The card is a Night-Action or Night-Treasure and it got played during the non-Night phase it can be played in. (At present, Werewolf is the only such official card.)

2) The card is a Night-Duration that was played in the previous turn, and it's still in play when you play Magic Lamp.

There are also ways to play a Treasure during your Night phase. Have the Innovation Project, which you haven't yet used this turn. Play Vampire or Changeling to gain a Storyteller or Black Market or Fortune Hunter, which lets you play Magic Lamp.

23
Rules Questions / Re: Using Night Cards to Trigger Magic Lamp
« on: November 21, 2023, 10:32:44 pm »
Magic Lamp gets played like any other Treasure; usually during your buy phase. And it doesn’t do anything until you play it. With some various effects you could play it in your action phase or theoretically your night phase. But you can’t just choose to play it normally during your night phase, and you can’t just choose to play a night card during your action or buy phase.

25
Other Games / Re: Tears of the Kingdom
« on: November 21, 2023, 11:30:01 am »
Forgot to mention the difficult challenge of the final boss when you aren't maxed out. Like in BOTW, you have to do a boss rush where you defeat all dungeon bosses you didn't defeat. You have to beat all those bosses without saving in between; though it does save after those and before Ganondorf. You're also fighting them without the helper that's specifically designed to help with that boss. Ghoma's not too bad; you just ascend up through him like you do a Talus. Seized Construct was quite difficult though. Then Ganondorf himself... no Master Sword, about 15 hearts, and only a total of 9 armor defense makes it quite a difficult fight. Took me 2 tries, and I used a lot of gloom healing and regular healing foods. The losing hearts thing actually felt like it mattered unlike when I went in with 38 hearts. I think by the end I was down to 9 to 10 hearts.

Then when the dragon part starts, you get a cutscene of pulling the master sword out of the light dragon, so you have it for the final phase. Interestingly, dragon ganondorf can be hurt without the master sword though. Regular weapons just do a very tiny amount of damage to him; so you clearly are supposed to use the master sword. Just for fun, I used a regular weapon for the final hits, though it auto switches to the master sword for the final "press A to end the game" thing.

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