Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - engineer

Filter to certain boards:

Pages: 1 2 [3] 4 5 6
51
Dominion General Discussion / Re: Pass a colony to win the game!
« on: August 18, 2012, 04:02:39 pm »
Here's the councilroom log, which still doesn't show the masq passes or draws, but does at least showt he score.

http://councilroom.com/game?game_id=game-20120817-234123-e9eec4de.html

I guess this thread was in the wrong forum in the first place.  Sorry about that.

52
The entire point to "Looter" is in fact to have a simple rule for when to use Ruins. I had considered this for Curse, but decided to always have Curses out so as not to have to scream at people "you could buy one for your Ambassador" etc. by putting the type on such cards. That's not an issue for Ruins because you've got Curses already.

I understand your logic, especially about curses.  But here's what I don't get: you treat spoils exactly the way I was saying you could treat ruins.  You don't have a special type dedicated to spoils.  You just have a line in the rules saying:

"the Spoils card is not part of the Supply and in [sic] only included when the Bandit Camp, Marauder, or Pillage cards are in the game"

I understand that there is a small but important difference between spoils and ruins: when ruins are in the game, they are part of the supply and can be bought and gained through a variety of means, whereas spoils are not in the supply and can't be bought or gained normally.  Still, a line similar to the one above would work for ruins.  Granted, it's a slightly more complicated rule than the current "if looters, then include ruins" rule, but the benefit is that we don't have a new card type which is only used during the setup phase.

I guess I'm just saying that in my opinion, every card type should have at least one (possible) reason for existence during the gameplay.  Each new card type adds complexity.  That complexity is fine if the new type creates fun new in-game interactions (e.g. knights, vagrant/shelters), but the looter type has no effect during the game.  Because of that, I think that the extra rule in the rulebook would be a better compromise than the extra type on the card.

Anyway, it doesn't matter at this point.  I think it would be neat if Guilds included some reference to looters, but that might violate an unwritten rule about mentioning mechanics which are specific to one expansion on cards from a different expansion.

53
Dominion General Discussion / Re: Playing Dominion IRL
« on: August 18, 2012, 02:17:18 pm »
Yeah, it's a bit of a bummer.  I've got a couple of people who are sorta near me, but not close enough to realistically meet up very often.

54
Dominion General Discussion / Pass a colony to win the game!
« on: August 18, 2012, 02:48:02 am »
Check this out: I just played a game where the right strategy on the final turn was to pass a colony to my opponent using my masquerade!

The game itself is pretty boring, I just go BM-masq because I don't see good enough engines on the board.  My opponent actually builds a successful engine, and because of it, he probably would have won if he went for the possession sooner.  Since I had a masq and colonies, I had to prevent him from playing it at all costs.

On my final turn, after I play the masq and draw the 2 cards, I'm looking at exactly $11 and two colonies.  So I pass him one of the colonies so I can keep my money and buy out the last colony to end the game!

Unfortunately, since the game log doesn't show the passed cards using masq, I don't have proof.  But here's the log anyway:

http://dominion.isotropic.org/gamelog/201208/17/game-20120817-234123-e9eec4de.html

55
Dominion General Discussion / Playing Dominion IRL
« on: August 18, 2012, 02:31:26 am »
Hey, I just though of something.

(1) I have hard time finding people to play Dominion (and other board games) with in real life.
(2) I waste too much time with all you beautiful people on this forum.
(3) Other people might have the same problem as me.

In that case, I propose that this thread be used to organize IRL game nights for people who happen to be geographically co-located.

Is there a forum rule against this type of discussion?  Please let me know if so.

56
Goko Dominion Online / Re: Bonfire
« on: August 18, 2012, 02:15:41 am »
Is that price confirmed?  85 bucks, using the microsoft-points-style system?

57
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 18, 2012, 02:01:15 am »
I believe by "money" there he means "$", i.e. buying power on the current turn.

Oy, I hope they don't do that.  That would be a pain to keep track of.  I guess you could use tokens.

58
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 18, 2012, 01:09:14 am »
You know, Donald, it would be really cool if you actually did a revised edition of dominion.  Like, rerelease the original set, but with slight card and rule changes that clarify lingering issues and perhaps "fix" cards that didn't work as intended. 

I know that this idea is icky: you want Dominion to stand on its own as a finished product, and "improving" it could backfire, sorta like how the original Star Wars trilogy was better before George Lucas went back and updated all the special effects. 

Still, it seems like the cards that actually could use a "fix" are so few and far between, there would be no chance of "ruining" the original flavor of the game (since the vast majority of games would be completely unchanged), and it could add some fun to kingdoms where the "fixed" cards happen to appear.

Maybe some day, when you're old and you decide you want the money, you could do the revised edition.  I certainly wouldn't consider it ill-gotten gains.    ;D

59
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 18, 2012, 12:39:05 am »
There's something I like about cards that aren't usually useful.  It's very rewarding when you find a way to use them.  The number of times when it's obviously a dead card is offset by the coolness of finding a time when it's not.

That feeling actually was by design.  Donald mentions how he did a few cards that would only really be strong in certain situations, because some folks get a kick out of winning games with those cards.  I wish I could find the quote.

60
Dominion: Dark Ages Previews / Re: Procession Interactions
« on: August 18, 2012, 12:10:34 am »
As I understand it, you've got it right on the money.

61
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 18, 2012, 12:08:32 am »

No card that gives other players money.  (I predict this one will be broken in Guilds.)

No card that allows you to place a card costing more than 0 that you do not own in another's deck or discard. 


Embassy does both of these things.  So does Governor.

62
Dominion: Dark Ages Previews / Re: Rules FAQ.
« on: August 17, 2012, 08:29:30 pm »
KC-Forge-Fortress-Fortress hmmmmmm

Ok, sure, that gets you three provinces.  But you need a 4 card collision, and two of those cards are $7, so you probably could have bought two provinces already.  So that's probably not overpowered...

63
Dominion: Dark Ages Previews / Re: Cards with on-trash-benefits
« on: August 17, 2012, 05:33:47 pm »
While cards with on-trash benefits make trashing attacks weaker, all these additional 0-cost cards actually make swindler stronger.  (Saboteur gets even weaker, yipee.) 

64
Dominion General Discussion / Re: Dark Ages rules
« on: August 17, 2012, 05:27:01 pm »
Wait, so just to be clear: If I procession a merchant ship, the MC is trashed immediately, but the procession stays out naked, and I just have to remember the effect it's supposed to have next turn?

Yes, that is explicitly in the quote from the rules I gave.

Right, I just wanted to make sure the duration is trashed right away, and not at the end of the second turn when it would normally leave play.  That part was unclear to me.

65
Dominion General Discussion / Re: Dark Ages rules
« on: August 17, 2012, 05:18:06 pm »
Wait, so just to be clear: If I procession a merchant ship, the MC is trashed immediately, but the procession stays out naked, and I just have to remember the effect it's supposed to have next turn?

66
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 17, 2012, 04:17:19 pm »
There is a thread in the forum of all me talking that explains why there are only so many expansions.

http://forum.dominionstrategy.com/index.php?topic=73.0

67
Dominion: Dark Ages Previews / Re: forager vs. mystic
« on: August 17, 2012, 02:16:31 pm »
Remember, if the card isn't right, you put it back on top. So, just stock up on Mystics. At the very least, every other Mystic will draw another card. If you guess correctly, then your rate increases. And, by buying lots of Mystics, you can make your guesses more correct by just guessing Mystic. Then, you get a bit of trashing and you have an all-Mystic deck. Add a couple of +Buy cards and you have an engine which is a lot like a Minion deck except without the attack, but with slightly more consistent card drawing. It fits quite nicely at $5.

Eh, I'm not sure about this.  If you guess right, the mystic only becomes a cantrip, not a lab.  I mean, I see what you're saying about slimming a deck down to pure mystics, but I think it will be hard to get there, because until you do, the mystics you already have will basically just be silvers.  Granted, they aren't terminal silvers, so that is a plus.

I can see how the mystic will be better than I thought, but we'll have to wait and see if it really is a card you can build a deck around.

68
Dominion: Guilds Previews / Re: Looking to the future: The Guilds
« on: August 17, 2012, 02:04:55 pm »
So this idea might be a bit out there, but since the title of the next expansion is Guilds, could it be possible for cards to have effects based on cards from previous expansions.

For instance,

Bankers' Guild
+$1 for every card from Prosperity in the supply.

I wouldn't like cards that reference other expansions explicitly, but it would be neat to see new cards that use old mechanics: potion cost cards, durations, etc.

69
Dominion: Dark Ages Previews / Re: forager vs. mystic
« on: August 17, 2012, 02:03:17 pm »
Ah.  You're right, I did sort of miss that important detail.

70
Dominion: Dark Ages Previews / forager vs. mystic
« on: August 17, 2012, 01:55:14 pm »
Check out these two cards:

Forager
$3
+1 Action
+1 Buy
Trash a card from your hand. +$1 per differently named Treasure in the trash.
Action

Mystic
$5
+1 Action
+$2
Name a card. Reveal the top card of your deck. If it’s the named card, put it into your hand.
Action

If you don't have any deck spying, then the mystic usually won't be drawing a card, so it's usually just +1 action, +$2 for a $5 cost.  As long as somebody has trashed a copper, the forager is at least +1 action, +$1, +1 buy for only $3.  If anybody has trashed a better treasure, then the forager will be +1 action, +$2, +1 buy.

From a theorycraft point of view, shouldn't forager be way better than mystic on average?  Why is the forager $2 less?  Also, considering some other $3 terminal silvers (such as chancellor), why does forager have the +1 action?

Post your thoughts.

71
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 17, 2012, 02:29:32 am »
Saw this question on page 1 but no answer through page 4...forgive me if already answered, but...

How does BoM work as an Island?  You play it, you set it aside on the Island mat...and it has now left play... so it's now a BoM hopelessly stranded forever on a desert island?

Hey, I just thought of something related to this, which has nothing to do with Band of Misfits...

What happens if you set aside a VP card on Haven, but then the game ends before your next turn? Is the set aside card still counted towards your score? Originally I thought obviously yes, but now I'm thinking maybe not, by a strict interpretation of what "set aside" means... (which is why Island specifically tells you to put itself and its set aside card back in your deck at the end of the game).

Nah, the note on Island is just a reminder.  The basic rules state that when the game ends, all players put all their cards into their deck and count up their points.

72
I guess the reason that it bothers me is that there is now a synchronicity problem.  What if I make a card which uses ruins but I don't call it a looter?  Or what if I make a card that doesn't mention ruins but I do make it a looter?

At least for the moment, the "Looter" type just means "this card mentions ruins."  So, in the rulebook, you could just say "if any card that mentions ruins is in the game, put ruins in the game" instead of "if any looters are in the game, put ruins in the game."  I mean, it's an extra few words in the rulebook, but it makes the cards simpler, because there isn't this new type for people to worry about.  If you had a choice between simplifying the rule book slightly or simplifying the cards slightly, which would you choose?

In any case, I bet I get a "what the heck does this type mean" question from at least a couple of friends.  My best answer is "it just means I pull ruins into the game. Once the game starts, it means nothing."  That's not a great answer.

I guess it makes it easier saying, hey, if a looter is out, put out ruins. I mean the looter could have the looter type removed and say add a ruins pile like YW adds a bane pile, but that adds more text. Looter as a type is more simple and elegant. So, having a looter type does make sense.

But it adds that extra word on the bottom line of three cards.  In my opinion, that's going to confuse more people than an extra line in the rule book.

It could also be that the actual typing of the card has some interaction with cards in Guilds

This is what I'm hoping for.

73
Dominion: Dark Ages Previews / Re: DA, first Printing, Misprinted?
« on: August 16, 2012, 09:35:02 pm »
Well, I'm sure that's in the FAQ.  I do agree that "cheaper" is a bit imprecise, though it has the advantage of being less wordy.  I respect Donald's oft-maligned desire to prize clarity and simplicity in the card text.  This one seems like a push to me.

74
Dominion: Dark Ages Previews / Re: DA, first Printing, Misprinted?
« on: August 16, 2012, 09:31:11 pm »
Is $4P cheaper than $5?

Money wise? Yes

Potion wise? No

Potion scale on a different ladder than regular cards, but people refer to a Potion Cost as being ~$2.

So usually, mo

Wait, so then is $0P cheaper than $5?  Can I get a transmute when I chuck my catacombs?

75
I guess the reason that it bothers me is that there is now a synchronicity problem.  What if I make a card which uses ruins but I don't call it a looter?  Or what if I make a card that doesn't mention ruins but I do make it a looter?

At least for the moment, the "Looter" type just means "this card mentions ruins."  So, in the rulebook, you could just say "if any card that mentions ruins is in the game, put ruins in the game" instead of "if any looters are in the game, put ruins in the game."  I mean, it's an extra few words in the rulebook, but it makes the cards simpler, because there isn't this new type for people to worry about.  If you had a choice between simplifying the rule book slightly or simplifying the cards slightly, which would you choose?

In any case, I bet I get a "what the heck does this type mean" question from at least a couple of friends.  My best answer is "it just means I pull ruins into the game. Once the game starts, it means nothing."  That's not a great answer.


Pages: 1 2 [3] 4 5 6

Page created in 1.577 seconds with 18 queries.