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Messages - Drab Emordnilap

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101
Other Games / Re: Pandemic Legacy
« on: December 24, 2015, 01:52:33 pm »
About to start this tomorrow with two players. Any recommendations on whether or not we should do 2, 3 or 4 characters?

Personally, I like the game best with four, but if we're playing with less than four players, we use the appropriate number of characters rather than play extra characters. If you're going to be consistently playing as a pair, I could see playing two each, though.

102
Other Games / Re: Mario Maker
« on: December 24, 2015, 01:49:40 pm »
The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.

Yes, but that's nonsense because you can drag anything anywhere in the palette.

Well, sure, but it's _official_ nonsense.

103
General Discussion / Re: WiiU/3DS Registry
« on: December 23, 2015, 08:11:13 am »
NNID: Drab_Emordnilap

104
Other Games / Re: Mario Maker
« on: December 23, 2015, 08:09:14 am »
Also, the new bumpers fill a niche specifically because turtles fall through them -- previously there was no object that passed every non-Mario entity through, but rejected Mario.

Plus, the Bumper is mostly a re skinned Grinder, which also didn't interact with enemies at all.

105
Other Games / Re: Mario Maker
« on: December 23, 2015, 08:07:24 am »
I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.

The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.

106
Dominion General Discussion / Re: The Genocide of Spies
« on: December 11, 2015, 08:39:29 pm »
He even had two Princes

Were they kneeling before you?

Just go ahead now.

Is there a reserve card named "Me Baby" now?

107
Rules Questions / Re: "put your deck into your discard pile"
« on: December 06, 2015, 09:12:05 pm »
http://forum.dominionstrategy.com/index.php?topic=9724.msg310049

How do I resolve Chancellor?
I want to get an official answer.
You get +$2, and then optionally may put your deck into your discard pile. It doesn't trigger Tunnel. Do you have a more specific question?

Which card is on top of your discard pile after resolving Chancellor? The bottom card from your deck? One of your choice? A random card?

108
Rules Questions / Re: Discard action card after playing?
« on: December 04, 2015, 02:27:08 pm »
The reason not to preshuffle when you can, is to prevent rules errors -- putting that curse in your new discard pile after shuffling, when it should be in your new deck.

Not saying you can't remember to shuffle it in, but you can forget, also -- hardly "no reason not to".

109
Variants and Fan Cards / Re: The cards keep coming
« on: December 04, 2015, 02:24:48 pm »
Not much cheaper than IGG when you consider that you had to buy this treasure, then later buy victory cards. IGG you can buy straight up.

110
Variants and Fan Cards / Re: New Reserve - Investment
« on: December 01, 2015, 02:00:56 pm »
I'm confused; the only Reserve that uses the mat as a penalty is Wine Merchant. And this card does too. Either I misread your OP, or you've done the exact opposite of what you wanted (creating a Reserve that doesn't use the mat as a penalty).

*Edit* Oh, I guess Ratcatcher and Teacher do too.

I think he was saying, the easy designs for reserves have already been explored, _except_ for using the reserve mat as penalty.

111
Variants and Fan Cards / Re: Another set of custom cards
« on: December 01, 2015, 12:33:41 pm »
Easy fix to Price Controls is, to have it only increase the price of non-Victory cards. Then it doesn't conflict with Trade Route at all.

112
Variants and Fan Cards / Re: Partnership Dominion
« on: December 01, 2015, 11:54:11 am »
Getting close to needing to finalize things; here's the current rules document. Anything glaringly missing (besides the tournament specific information [rounds, pairings, times, etc]; this document is just rules)?

https://docs.google.com/document/d/1E-zzJhdSWd2yPuzwwWKYh5_117krcNO09sadpoTVPrc/edit?usp=sharing

The text of the document, copied and pasted (so probably going to lose some formatting):

Quote
PARTNERSHIP DOMINION

[XXX]TOURNAMENT ORG

Set up the game by the standard Dominion rules for four players, with the following exceptions:

--Partnership Dominion is played in two teams of two players each.
--Players are seated directly across from their partner, so that turns alternate between teams.
--A team’s score is the combined score of the two players on that team. The team with the higher score wins the game.
--Use only 20 Curse cards, instead of 30.
--Use only 20 Ruin cards, instead of 30 (if applicable).
--After selecting the kingdom, you may privately discuss strategy with your partner. Once the game begins, however, all communication is public -- for example, you may tell all players what is in your hand, but you can’t whisper this information to your partner.

Play the game by the standard Dominion rules for four players, with the following exceptions:

--Whenever you would gain a card, instead, your partner gains that card. If you would be gaining that card to somewhere other than your discard pile, your partner gains it to the appropriate place.

--Cards that use the phrase “Each other player” or “Another player” refer only to opponents.
--Cards that use the phrase “Each player” still refer to each player in the game.

A walkthrough of the steps of the buy phase, including the differences for Partnership Dominion:

First, play any number of treasures and spend any number of Coin Tokens.
Add the values of the treasures played and Coin Tokens spent to any $ you produced during your Action Phase to determine how much $ you have to spend.
You may buy a card (or event), resolving any "when you buy" effects.
Resolve any "when you would gain" effects.
Your partner gains that card and resolves any "when you gain" effects.
If you have +Buy, go back to step 3.

A note about Events:

--Events aren't cards; you don't gain them. If they would make you gain a card, your partner gains that card, but otherwise, they work normally. (Seaway places your +Buy token, but your partner ends up gaining the card, for example.)

Individual card clarifications:

Border Village: if you would gain Border Village, your partner ends up gaining it, and chooses a cheaper card for you to end up gaining from Border Village.

Cache: if you would gain Cache, your partner gains it, and you therefore end up gaining the two Coppers.

Champion: If you're immune to an attack that would have you gain a card (such as Witch), you end up protecting your partner. You can still end up gaining the curse your partner would have gained, if they’re not immune to the attack.

Death Cart: If you would gain Death Cart, your partner ends up gaining it, and you end up gaining the two Ruins.

Doctor: The player who buys and overpays for the card gets the overpay effect, not the person who ends up gaining it.

Duchess: When you gain a Duchy (that your partner would have gained), you may choose to gain a Duchess, which your partner will end up gaining.

Explorer: The person playing Explorer has the opportunity to reveal a Province, not their partner gaining the Silver (or Gold).

Fortress: Putting fortress into your hand after trashing it isn't "gaining" it, so you’ll have it in your hand, not your partner.

Haggler: Your partner ends up gaining both the bought card and the haggled card.

Herald: See Doctor.

Hoard: When you buy a Victory card, your partner ends up gaining the Victory card and the Gold.

Ironworks: The person playing ironworks gets the appropriate bonus, even though their partner is gaining the card.

Lighthouse: See Champion.

Masquerade: All four players pass cards as normal.

Masterpiece: When you buy Masterpiece, your partner ends up gaining all the cards: the cards from the overpay ability, plus Masterpiece itself.

Moat: See Champion.

Mountebank: When an opponent plays Mountebank, either you discard a Curse, or your partner ends up gaining the Curse and Copper.

Oracle: Unlike most Attacks, this card affects all players, including your partner. (See the "Each player" rule.)

Page: Exchanging a card doesn't count as "gaining" it.

Peasant: See Page.

Possession: On a turn created by a Possession you played, cards that would be gained by the (possessed) active player (your left-hand opponent) end up being gained by your partner.

Saboteur: Players make decisions clockwise from the active player. If player A plays Saboteur, when player B trashes a card and gains one costing 2 less (to their partner D), player D could end up trashing the newly gained card.

Royal Seal: See ERRATA.

Scrying Pool: See Oracle.

Smugglers: See ERRATA.

Spy: See Oracle.

Stonemason: See Masterpiece.

Summon: See ERRATA.

Swindler:  Players make decisions clockwise from the active player. If player A plays Swindler, when player B trashes a card and gains one costing the same (to their partner D), player D could end up trashing the newly gained card.

Talisman: Your partner gets both the card you bought, and the copy.

Torturer: Players make decisions clockwise from the active player. If player A plays Torturer, and player B chooses "gain a curse" into player D's hand, player D can choose "discard 2 cards" and discard the Curse and one other card.

Tournament: When you play Tournament, each player may reveal a Province, including your partner. Your partner revealing a Province will have the same result as an opponent revealing a Province, however -- you won’t get +1 Card, +$1, and neither you nor your partner will gain a Prize for your partner's Province.

Trader: If you would gain a card (and therefore have your partner gain the card), you may reveal Trader. If you do, your partner gains a Silver instead of the card you would have gained. Either way, your partner can't then reveal Trader; "would gain" already happened on your end.

Traveling Fair: See ERRATA.

Treasure Hunter: See ERRATA.

Trusty Steed: If you choose the fourth option, your partner will gain the 4 Silvers, but you'll put your deck into your discard pile.

Watchtower: The player who ends up gaining the card has the opportunity to reveal Watchtower to trash or topdeck it, since this happens after the card is fully gained.




ERRATA:
These cards require errata to function under the rules of Partnership Dominion. Replace the appropriate text with the listed text below.

Royal Seal: ERRATA: "While this is in play, when your partner gains a card, he may put that card on top of his deck."

Smugglers: ERRATA. "Gain a card costing up to $6 that the player to your left gained on his partner's last turn."

Summon: ERRATA: "Gain an Action card costing up to $4. Your partner sets it aside. If he does, then at the start of his next turn, he plays it."

Traveling Fair: ERRATA: "When your partner gains a card this turn, he may put it on top of his deck."

Treasure Hunter: ERRATA: "Gain a silver per card the player to your left gained on his partner's last turn."

113
Variants and Fan Cards / Re: Gaining Village - On play Port
« on: November 25, 2015, 08:31:57 am »
Maybe make it not free to gain more, so they don't run out so quickly?

"
+1 Card
Choose one: +2 Actions, or gain a Gaining Village.
"

114
Dominion General Discussion / Re: Wiki Card Art: Scans or Digital?
« on: November 13, 2015, 02:08:42 am »
I voted physical scan. I feel like "Dominion", to me, is primarily a physical game, and so the reference for that game should represent the "main" game as closely as possible.

115
Other Games / Re: Mario Maker
« on: November 12, 2015, 09:02:38 pm »
Half-Minute Hero
F6F3-0000-00E6-62B8
There's no way you can beat this level in 30 seconds. But maybe you can make some progress?

116
Puzzles and Challenges / Re: TR on Distant Lands
« on: November 12, 2015, 08:53:27 am »
I have last turn's Fishing Village in play, and Throne Room, Distant Lands, and Conspirator in hand, and want to draw exactly one card for some reason. (Reshuffle considerations probably.)

117
General Discussion / Re: War of Omens, flash CCG with deckbuilding elements
« on: November 06, 2015, 02:16:22 pm »
Another weird tournament deck that's doing better than I expected:

Countess Aline (Allies activate when killed)

Marshal
Goat Outrider
Consolidate/Informant/Brigand/Tavern Wench/Brute
Argoreth Flower/Summoning Rift/Merchant of Time

Merchant of Time, especially, has been way better than I expected. I thought it was just an awful Stratagem, when instead it's been a bad Stratagem.

As a note: this deck cannot beat Seduce.

118
Other Games / Re: bgg.con registration is open!
« on: November 05, 2015, 10:16:05 pm »
So... anyone else going? 2 weeks away!

I can't make it this year; starting a new job next week.

119
Dominion General Discussion / Re: 5 cost treasures
« on: November 01, 2015, 01:32:20 pm »
Hey, Mine has its uses.

Absolutely. I usually have a spare cheat at the end of Day 1 (after Mickey Mantle/mainstat) and cheating a Mine saves me a clover and/or pull for the Trapper.

Wait, wrong Mine. (Ctrl+F may be necessary.)

It's been so long. I understood half of that, and for the sanctity of my free time I don't think I want to understand the other half.

120
and there's a lot of rules but you have to figure them out like in mao

Penalty; draw a card.

121
Along the same lines, if you tell people "this is my thread and you can only do x in it," basically all human beings alive are going to choose "not x." This is just a time-honored fact about what happens when people perceive that you are telling them what to do.

The man who draws a line in the sand will soon find everyone else on the other side.

122
General Discussion / Re: Thread to discuss the counting thread
« on: October 29, 2015, 11:51:01 am »
It's clearly not "Dominion General Discussion", which is where it was originally posted. And once you misplace a thread that poorly, you don't get a vote where it ends up. :p

123
Repeatedly rolling a D4 for Rite of Brood is pretty rough, but continuously reshuffling a deck to chain Collect Taxes is probably worse than that.

Today we played with "discarded cards go to the bottom of the deck". Next time we're going to try "discarded cards go to a discard pile, shuffle when there's demand".

124
What about random resource generation?  And how are you going to keep track of resources?  And what about cards that make other cards or restock your bank with cards that weren't there in the first place?  Things like Herding Stones, Informant, etc.

Random resources are blank dice with stickers. Banked resources are colored cubes. Cards that make other cards, I change what they do. Cards that restock your bank, pull from your supply of chosen cards. Functional differences, but I make it work as close to the spirit of the card working within the physical constraints, while not being overly onerous to implement live.

With art-free mockups, I got two people to try and enjoy the game today who weren't interested in playing the digital version, so I'm marking the success column for now.

125
Other Games / Re: Mario Maker
« on: October 27, 2015, 05:59:31 pm »
Not included: Slopes. You know, like the ones found in the Super Mario Maker course in Smash Bros?

I think people underestimate how complicated slopes are. I mean, not impossible, but there's a lot of interactions to program and error check; slopes have always been one of the glitchiest types of terrain even in normal Mario games.

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