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Messages - ImACat

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1
Puzzles and Challenges / Re: How did this happen?
« on: October 26, 2011, 05:26:18 pm »
In that case - GamesOnTheBrain possessed Wanto previous to him taking his turn 15. Outpost still wont trigger the extra turn since this is technically his second in a row.

This. Happens all of the time.

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Puzzles and Challenges / Re: seaside what's missing?
« on: October 25, 2011, 03:25:52 pm »
nope

3
Puzzles and Challenges / seaside what's missing?
« on: October 25, 2011, 03:07:31 pm »
tactician
bazaar
cutpurse

honorable mention: treasure map

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Puzzles and Challenges / Re: hinterlands what's missing?
« on: October 24, 2011, 01:59:59 pm »
It's margrave which is the only other card that doesn't sometimes require some extra clicking for you when you play with it on isotropic.

edit: a better answer is crossroads since margrave requires extra clicking from the opponent and xroads requires none from anyone

crossroads is correct and ehunt has the right reason!

5
Puzzles and Challenges / Re: hinterlands what's missing?
« on: October 24, 2011, 02:07:52 am »
nope and nope

hint - think of what doesn't happen when playing or gaining these hinterlands cards as opposed to all others in the set

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Puzzles and Challenges / hinterlands what's missing?
« on: October 22, 2011, 06:38:16 pm »
inspired by one of the common complaints of the set

nomad camp
cache
silk road
highway

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Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 21, 2011, 03:58:00 am »
You know what card I bet is actually real bad?  Develop.  If you use it on a Copper, congrats that's a terminal action to trash one card.  Use it on an Estate, okay top-decking a Silver is nice but that's the Bureaucrat problem all over.  It's just so slow as an early trasher, and so so easy to screw up when you try to develop bigger cards, that after a couple aborted attempts at using it I've just let it set there the part few games and not regretted that decision one bit.  I would seriously consider Develop for a spot on the Worst $3s list.
I had the same impression of Develop, but I sat down and thought about it some.

If I'm trying to use it like a Remake, of course it's bad, it's slow. It also doesn't act much like a Remodel, which is useful in the endgame to turn Golds into Provinces. But what if I compare it to say, Trade Route? So now, instead of trashing one card to get +$x and +buy, I trash a $4 or a $6 card, pick up a Duchy, and play the rest of my treasure for $. So it's better than Trade Route in the early game (top-decking Silvers), and worse than (but still sort-of comparable to) Trade Route in the endgame.

You know all those puzzles that involve Ironworks/Watchtower to topdeck, draw and immediately play various cards? That's what Develop is for. Yes it requires the perfect set of well-priced, useful non-terminals, but in that exact pinch Develop works wonders.

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I haven't really sat down to collect my comprehensive thoughts on the matter, but here are a few observations:

1) Balance between card types - Crossroads seems to single-handedly remove the penalty of having green in your deck. Meanwhile, I can't count the number of games where poor foresight led to a deck full on dead Spice Merchants and Stables. The action only decks of pre-Hinterlands, while still rather strong, are no longer a no-brainer. I suspect this actually a top priority for Donald (perhaps he can comment and correct me if I'm wrong) and overall I think it's wonderful for the game. However, I feel that it leads to more variance as it becomes much harder to be able to design an engine with a high probability of activating off of a hand of 5 random cards if a higher proportion of cards are treasures and victory cards (thought I guess this is why... we have the following).

2) Variance reducers - Embassy, Oracle, Inn, Scheme, Mandarin, Cartographer. That's a lot of cards in one set that improve your hand (whether the current or ones in the near future) especially when it comes to how to properly handle "cloggers" (victory points, treasures, terminal actions) or key starters for action chains.

3) Winner ends the game on his terms - Is it just me or are fewer games ending on Provinces/Colonies? With all the alternate victory cards as well as massive alternate gaining/buying (Border Village, Develop, Haggler, Farmland), 3 piles seems to be en vogue now. I've found that it's not always the player/deck with the most buying power and potency that wins, but the one with the prowess to end the game whenever a lead, however slight, is achievable. Here's an example of a game where my decision to go Transmute (a card that almost NEVER had utility before) and Develop seems to have given me the advantage due to the ability to end on Duchies before my opponent, who seemed to be going for standard big money to Provinces (though there was a possibly reactionary shift to Develop as well), could amass a large enough lead. It certainly wasn't a blowout and his next turn would've been a menacing Tactician one, but even then I doubt he could've ended the game thus giving me more tries to eclipse him and end again on my terms.

http://dominion.isotropic.org/gamelog/201110/19/game-20111019-130611-94866314.html

UPDATE: Here's another game where Provinces looked wholly unattractive from the get-go. 19 out of 25 buys were Victory cards (the other 6 were Silvers) and I didn't even begin to touch what would've been 4-5 point Gardens!

http://dominion.isotropic.org/gamelog/201110/19/game-20111019-231449-d195c9d2.html


Or have I read too much into these games?


What do you all think? Any other major trends you see stemming from Hinterlands?

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