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Other Games / Re: Prismata: Alpha Key Giveaway! (Magic-Chess-Dominion-Starcraft hybrid game)
« on: January 08, 2015, 05:02:53 pm »
I'd like a key!
I think people are underestimating the power of this card. Already, the setup rule really changes things, and I do think being able to save coin tokens can be very crucial, more crucial than some realize. And, yes, in engines, this card can work out nicely. So far, I am loving this expansion. And, I was one of the people who thought it would be possible to get tokens to spend even without mats.
This should not be a surprise. There is exactly one reason for an online vendor to transact business in units of account that aren't USD or EUR or another real currency. It's to draw the consumer into an unfamiliar funhouse-mirror world where their marketing gnomes and pet behavioral economists can distort and confuse your perceptions and get you to waste money on things you don't want or understand. In my eyes, it's a disreputable business practice, and I avoid patronizing companies that employ it wherever possible.That's not true (that it's the only reason)- there is another reason, and that's in that they can sell their funky currency in amounts that persuade you to buy more of their product - same idea as buying in bulk in general.
Sharing Metalworking is the stronger play.Sharing Metalworking is not risky.Why? How are the two choices that different, except that using the metalworking has a much larger variance?
That's not what risk means.
Using your standard draw action instead of sharing Metalworking against a player using the Wheel is risky.
The only "variance" is, "how many cards get scored here will 'vary'". Your odds of winning increase when you choose to share Metalworking. Your odds of winning decrease if you choose not to. There's no real practical reason to view giving your opponent a free monument and losing on turn 7 as being any different from your opponent wheeling into all the pieces necessary for Fermentation/Reformation or Wheeling into Math or Wheeling any of the other strategies wheel is good for.
Unfortunately I promised my real life friends that I wouldn't play much innovation online so that I wouldn't get any better.
Another thing is to keep an eye on your cost reduction. If you play your last Highway and suddenly find you can't Upgrade your Bank into a needed Province because they both cost zero, you're going to feel pretty stupid. There are lots of little interactions like that.
Good point, bad example. Makes more sense to talk about a missed opportunity to upgrade Copper into Province at that point, if you're playing 7-8 Highways on a turn. Upgrading Banks into Provinces is a terrible use of a Highway board.
1) Not enough Native Villages early.
Again, I was in a race for Bridges. How do I ensure I get most of the Bridges, if I have to stop to buy Native Villages?
It seems counter productive to me to buy a bishop just before buying witch. If your opponent trashes a curse when you bishop, you REALLY aren't gaining any significant benefit out of it. I think you helped his strategy to work by doing this. And ironworks could have helped you as well. Ironworks could produce mining villages, that if hit with sabs could be turned into havens. The havens can be used to protect your provinces potentially.
I agree with you about the Ironworks, but I didn't buy Bishop. So I didn't help him trashes his Curses. He helped me trash some Curses.
— Robz888's turn 3 —
Robz888 plays 4 Coppers.
Robz888 buys a Bishop.
(Robz888 draws: an Estate, 2 Silvers, and 2 Coppers.)
Yeah, I'd go big money too.
I wouldn't touch Cities unless the opponent(s) started emptying out piles. I doubt that would happen.
Buying a couple of Shanty Towns would be good, though. That's worth an extra draw. Start off with one and then buy a second one when the deck gets larger. I wouldn't even feel bad about buy Shanty Towns with other villages, since I'll get to the point where I have no action cards left in my hand except for a Shanty Town.
I wouldn't mind stocking up on Mining Villages. It's a one-shot Silver, but I may draw another coin card with it. If it can bootstrap me to Gold, that'd be great.
Bandit Camp would be tempting but probably a trap. It replaces itself, but I could have bought a Silver or Mining Village. I think I would avoid it.
Bazaar has a good chance of being worth at least a Silver. Might be worthwhile early on, but when the Bazaar starts drawing your Provinces, regret may set in. But hey, if you happen to chain four Bazaars together, it'd be fun. Then again, that could have been four Silvers in a row.
I generally suck at playing big money, but if I could rack up some good money, then Hamlet or Worker's Village would be good for +Buy, but I'm not sure I'd get that much money unless I racked up a lot of Spoils, Bazaars, and Mining Villages. And the opportunity costs for those cards aren't that great.
The other villages I would forego in favor of Silver (or Gold). When greening, I might be tempted to buy a Border Village and take a Duchy with it, but I don't know that I'd gain any real advantage by taking the village. Might as well just skip to the Duchy.
It would look really neat, and it'd be amusing to watch some players fall into that trap (kind of like the Pitcher plant), but I would find this setup to be pretty boring.
I think the gap is there because Walled Village doesn't do anything aside from being a village, and it's better than the vanilla Village only when you didn't need a village. In most engines, I would buy Fishing Village over Walled Village all day. I agree that the gap is too big, though.Sure, these are great reasons for it to be the lowest $4 village. But really, doesn't most of the value of all of these cards come from just being villages, in which case, why is there that big a gap? That's the question I have.Walled Village continues to be way below the other villages for some unknown reason -- people just don't "like" it I guess...
I'm guessing because it's less flexible—you might buy Worker's Village or Farming Village or Fortress or Mining Village when you don't need +actions, but need +buy or top-deck filtering or something you can save from the trash or one-shot virtual coin. Walled Village is just a village that's slightly better at being a village, not a village that does something else in addition to being a village.
I'm not too familiar with 3player games.
I would've opened horse traders/silver, skipped ambassador and let the other players give me lots of cards to bump up gardens to even more than 5 points. You played amb 4 times only and put 6 cards back. These 6 cards + cards you can buy with horse traders' +buy should've been enough to get you to 60 cards.
I don't like venture at all since you get coppers from your opponents.
So I'd get some horse traders, some monuments, some silvers and then go gardens and see if I can grab some duchies.