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1
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 31, 2022, 02:02:52 pm »
I wonder if Lookout is simply changed to "You may" and its costs get increased to $4. It is a fine card as it is and I would feel sad to see it go completetly.

2
I am pretty sure, there will also be a line: "When you buy or gain this, +1 Action token“. This would allow some 'crazy villa magic' for all Workshop variants.

3
Death Cart + Monastery
Buy a Death Cart with Monastery in hand, trash three cards including the copper you used for your purchase and increase the odds of colliding your Death Cart with one of the ruins.

4
Dominion General Discussion / Re: New German Promo 'Abbruch'
« on: December 07, 2017, 05:22:25 am »
On topic: Dismantle should be on ShuffleIt next week.

Quote from: stef
Quote
According to Boardgamegeek, a new promo card is now availible (link: https://boardgamegeekstore.com/collections/frontpage/products/dominion-dismantle ). Any news about when we are able to play with it in the Dominion client?

It wasn't really on my priority list but as you're the third person to ask and it isn't very much work I'll promise to add it within a week (assuming I can get the raw art - that's the only thing where I depend on other people).

5
Dominion Online at Shuffle iT / Re: future plans
« on: November 13, 2017, 08:26:10 am »
I don't understand the confusion?

RGG now expects stores to get copies Thursday or Friday (Nov 16-17), depending on where they are in the country. There won't be a "street date," they will just be allowed to sell them when they get them in.

6
There was an old discussion already, but Plaza + Poor House is really nice. I was surprised it was not mentioned on the Wiki (I changed that).

I had it in a Colony game without buy and no power cards and after turn 11 I could easily purchase a colony every single turn: Discard your coppers for coins, play all your Poor Houses, profit. Menagerie was in this Shelter Kingdom too, so with +buy it could have been even stronger, but it was not really needed in this match.

7
Dominion Articles / Re: Etiquette in Dominion Online
« on: November 02, 2017, 08:27:28 am »
Do: acknowledge your opponent at the end of the game. A common convention is for the losing player to say ‘gg’ (good game) first, and the winner to respond in kind. The winner saying ‘gg’ first is seen in some circles as taunting or poor sportsmanship, especially if it’s prior to the end of the game. If you win and your opponent says nothing, a simple ‘thanks for the game’ is fine.

Don’t: say ‘gg’ before the end of the game unless you are going to resign. In this context, ‘gg’ is usually interpreted as, “You’ve got this. I concede.” If you don’t follow this with a resignation, it may come across as a meta-gaming tactic2.

Are there any non-ambiguous abbreviations if you want to be polite at the end of the game? I used 'gg' before even when winning, as it is quick to type and I do not want to annoy my opponent by writing a long response instead of finishing the turn. 'Good game' strikes me as a fairly neutral summary of 'This was a fun game, you played well and fair. Thanks for your time, I enjoyed playing with you. Good luck for further matches'.  I know that some people use the term sacastically, but shouldn't the default expectation be that it is meant what has been said if there is no other indication?

8
Dominion: Nocturne Previews / Re: Previews #2: Shepherd, Pooka, Cemetery
« on: October 27, 2017, 09:33:24 am »
Just played: Shepherd + Baron + cheap $2 make for a really fast game. :)

9
For what it is worth: Nocturne is my favorite expansion so far. I like how it adds many small decisions in the lower cost spectrum, creating plenty of space for creativity. Heirlooms are just splendid. Night Cards shake up the game in a very simple and elegant manner which one would not expect to be possible in the ELVENTH expansion. Both theme and art are spot on.

Boon effects are trivial enough to not seriously thwart anyone's strategy. In addition, Druid and Pixie offer phantastic solutions to minimize randomness further.

Hexes really are a mixed bag, I could have lived without them. Creating a stackeable blend of the least desired effects of Dominion is not necessarily a recipe for popularity. But Attacks in general rarely get much love. The way the mechanic is set up really does its best to mitigate the effects, as Donald pointed out already. And from a gameplay perspective it makes the game definitely more interesting. It changes the focus from strategy to tactics: You need to make the best of your deck as is, rather than following the plan that you laid out, when you looked at the kingdom. I can see how it feels annoying for players who love the strategic part of Dominion, but skill in any game involves strategy AND tactics. A good deal of Dominion's fun is the joy of overcoming its inherent randomness to the point where there is no randomness left anymore. Hexes make it harder to reach that point, but, as with shuffling, it is a question of probability and how you mitigate risks of failure.

And as always: You can ban the cards you do not like. I have good hopes that ShuffleIT eventually will offer this feature for ranked games to.

10
Fool's Gold + Exorcist

Trash your estates for Will-o'-Wisp, use the Will-o'-Wisps to draw the Fool's Gold.

Even stronger, but less likely: Druid with Swamp's Gift + Fool's Gold.

11
Dominion: Nocturne Previews / Re: Previews #5: Exorcist, Pixie, Vampire
« on: October 27, 2017, 04:59:22 am »
Pixie is another great $2, a recurring theme of this expansion. It never hurts, but gives you good control over the boons pile. And in the end it clears itself away. Goat is fun too.

I do not really understand the benefits of Vampire. $5 looks like a steep price for an unthroneable random attack which is weaker than all other $5 attacks. The fact that it trashes itself for another $5 does not make it better - if you wanted the other $5, why did you not purchase it in the first place? Bats seem also rather weak to me. Best case scenario is that you can use your bats turn 5 to trash 2 cards without any additional advantage. Yes, you might have more choice if you had a lot of draw, but with +action that is true for all other trashers. In my opinion, this compares unfavorably even to weaker trashers like Rat Catcher, Lookout or even Trade Route.

So in the end, you have a so-so attack, that exchanges itself for a useful card and a weak trasher. Feels like a Jack of all Trades, master of none situation. And I have not even started, comparing it to Skulk.

So, what am I missing here? After all this playtesting, there should be a reason why it costs 5.

12
Dominion General Discussion / Re: Interview with Donald X.
« on: October 26, 2017, 06:31:42 am »
This question probably was asked before, but I think it is worth an update: How do you see the relation between IRL Dominion and Digital Dominion nowadays? To me it seems that most of the core complaints about Dominion (lots of shuffling, setup with 11 expansions, little social interaction, long turns and waiting times, tracking issues) only stay true for IRL Dominion. Digital Dominion in contrast, feels like a perfect fit for the medium, where weaknesses either turn into genuine strengths (like the lack of need for conversation) or disappear (like shuffling, speed, etc).

Did the various digital versions change how you approached the game over the years? Was there a point where your focus shifted between online play and tabletop version? Do you think you would still be releasing expansions, if only the board game version existed?

13
After one play, I think the Hexes are more bad than the Boons are good.

In fact, they are pretty brutal. Since they are random and vary wildly in their effect, there is no defense strategy that works for all of them (except for stuff like Lighthouse or Champion). Some of them even counter defenses actively, like War vs Watchtower. Werewolve is also very strong, as its draw helps you to play even more werewolves during night. Skulk enables early purchase of werewolves by its Gold, so both in combination are tough to crack as well.

Brace yourself for long and wonky games when they are in the kingdom.

14
Sure, but +buy/trash for +2/Fortress/farming village every turn occur to me being much stronger than a single On Gain effect of disputable helpfulness. It feels like you pay +1$ more, not for, but despite the boon. Anyway, they can't all be the greatest villages ever etc, etc.

Having played a game now, I also see the point of the mechanic. It exists to make $2 exciting. And it works! Druid in particular is a amazing card, given the right circumstances. My very first kingdom contained Fool's Gold, Courtyard and Cursed Gold, so the additional buys were very welcome. Whisp was also great here.

On a general note, I find it astonishing how Nocturne makes all kingdoms better. At the beginning, I thought ShuffleIt used curated kingdoms to show off cool combos and interactions. Having played multiple games by now, I realize that it is Nocturne as a set which is so strong that it creates exciting tricks in almost any kingdom. I complained about the power creep of Empires in the past and Nocturne is the exact opposite. It really is an enabler expansion that makes the smaller cards shine too.

15
I am not sure what to make of these cards. At fist glance they look rather weak. A vanilla village with a random On Gain effect that can even be detrimental (like the Silver gain) for $4? Sure, if you really need the village, but otherwise? Druid should be ok for $2 (and can be good, depending on the boon setup), but Idol does not really gain much from the boons either. As a curser, it should be worth $5, but I wonder, if it would be any worse (or even better?) without the boons.

To make a random blackbox worth going for, there needs to be the chance that fo find something amazing. I do not see anything like it in the list of boons, so I am wondering how popular these cards will be. Am I overlooking something?

16
Dominion: Nocturne Previews / Re: Previews #2: Shepherd, Pooka, Cemetery
« on: October 24, 2017, 07:50:57 am »
Fun fact: With Cursed Gold you can now open Province Turn 1 with Baker or Borrow on the board.

17
Dominion: Nocturne Previews / Re: Previews #2: Shepherd, Pooka, Cemetery
« on: October 24, 2017, 04:15:06 am »
I just want to state how impressed I am by all the card previewed until now. Elegant, simple, challenging, powerful, on theme - I love Nocturne so far.

18
Dominion: Nocturne Previews / Re: Bonus Preview #1: Crypt
« on: October 23, 2017, 09:08:45 am »
Why does the treasure need to be set aside face down? Your opponent saw which treasures you played and he also sees what you set aside, so this is not really about hidden information.

Thes same clause is used for Haven, but there it exist to avoid that you know what you set aside. Gear uses it too, but there you take all your cards back after you played it, so it does not really matter which way they are faced. Also your opponent has no idea what you set aside. Save, in contrast, feels very similiar to this card and it does not use this clause.

It is not really important, but I am just curious.

Edit: And Archive states explicitly that you may look at them.

19
Interesting that Imp costs 2 even though it isn't in the supply.

Following this quote from the preview I assume that there is at least one card which summons a Spirit of a cost to x.:

Quote
You can't buy an Imp, you can just get one from Devil's Workshop, or maybe some other ways.

In addition, costs are important for attacks, i.e. Knights or Swindler.

20
I sill do not quite understand Raider: I play it during Night phase. My opponents need to discard all cards that I played before (during Day) and all cards I played during night. So if I played [Village, Smithy Mountebank, Copper, Gold] before the night phase and then I play Raider and Devil's Workshop - how is it determined which cards my opponents need to discard? He probably has a 5 card hand at that time, so he only needs to discard 1 card, right?

21
Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: October 21, 2017, 02:26:05 pm »
Just in case someone missed today's ShuffleIT announcement:

Quote
Dominion: Nocturne previews

In early November, Dominion: Nocturne will be released. We're happy to announce that during previews (the week of Oct 23-27) you will be able to play with the previewed cards on this platform. Look for the previews at all fine places where people talk about Dominion, such as dominionstrategy.com, boardgamegeek.com, and /r/dominion. The previews will go up each day at around 6 PM UTC

Source: https://dominion.games/

22
Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 20, 2017, 05:37:46 pm »
I tried hound without an adjective... My bet is that at night the hound changes into a werewolve (or has a chance to do so) and  in order to mark the difference it needs to be a really nice and faithful dog before.

23
Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 20, 2017, 10:47:25 am »
Let's see:
Village = Cursed Village, Ghost Town
Witch = Druid, Necromancer
Thief = Den of Sin
Workshop = Raider
Moat = Guardian, Night Watchman
Alt VP = Cemetery
Trasher = Exorcist
Gold Gainer = Leprechaun

Throne Room = Bard? (as a Psudo Throne Room, like Herald?)
Smithy = ???
Alt Treasure = ???

24
Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 20, 2017, 09:51:25 am »
This kind of teasers are not that fun for non native english speaking people :(
Yes, I realized that right after posting it and am kicking myself. I sincerely apologize! I know it’s probably too little too late, but hopefully soon I can update it with at least the German names and possibly others. Sorry again!
Don't be too harsh on yourself. I am a non-native speaker too and it is still great fun. There are enough dictionaries out there. :D

25
Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 20, 2017, 09:22:56 am »
No Chihuahua  :'(

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