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Messages - Awaclus

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14626
Variants and Fan Cards / Re: Gain a Peddler
« on: October 22, 2014, 06:30:05 pm »
Awaclus, the first paragraph of your post is completely unhelpful to anyone. It makes me think of those annoying people that put up their hands in the middle of a long proof and interrupt the line of thoughts to say there should be 6 instead of 5 closing parenthesis at the end.

Without the first paragraph, there would have been nothing to "therefore" about. And then there would have been no post at all. I couldn't have made statements that were in conflict with eHalcyon's statement without pointing out why eHalcyon's statement isn't true. You can't think that only the first paragraph is completely unhelpful because everything else follows from it. Thinking that the entire post is completely unhelpful is reasonable, of course, but then it would be strange that you only complained about the first paragraph.

14627
Variants and Fan Cards / Re: Gain a Peddler
« on: October 22, 2014, 05:33:43 pm »
Awaclus is technically correct that a card is an Attack if it has the Attack type.  That's not really useful for discussion though.  We can talk about what cards should be labelled an Attack.  If what it does to other players generally hurts them, it should be labelled an Attack.

The interactions between players in Dominion are too complex to say that doing thing X hurts your opponent or doesn't hurt your opponent; any gainer can hurt my opponent when I use it to gain the last Village (any card with +$ or +buy too for the same reason), any trasher can hurt my opponent when I use it to trash Silvers right before he plays his Rogue. Indirectly, any cards with +2 or more cards or +2 or more actions can also hurt my opponent, because they're helping me play more Actions that hurt my opponent. I guess that you could even say that Victory cards should be Attack cards, because they give me more points, which lets me end the game in a victory, which means my opponents lose, which obviously hurts them.

Therefore, I'm suggesting that it should be labeled an Attack if you want Moat, Urchin, Squire and other cards to work with it. There are two different reasons why you would or would not want your card to interact with Moat etc:

1) It feels or doesn't feel intuitive — if a careless player is likely to read (or experience) what the card does and buy a Moat as a way to defend against it, then it's more intuitive to make it an Attack card (and if not, then not). This is true for all official Attack cards, also definitely true for Possession, and to a lesser extent also true for Masquerade. I think it is also true for a card that hands out Curses for everyone. I don't think it's necessarily true for a card that hands out Rats for everyone — free Rats, that's awesome, normally I would have to pay $4 for it and apparently the designer of the game has intended for me to buy it at that cost anyway. We know that it actually does hurt you to get a Rats in most situations, but Lord Bottington, for example, likes them very much, and many new players haven't realized that a cantrip doesn't actually do anything useful on its own. There are also obvious reasons why it could be seen as a bad thing to get a free Rats. I'm pretty sure that some people will find it confusing if this is an Attack, and others will find it confusing if this isn't an Attack. I think it's better to make it an Attack in these kinds of situations, because when people find an Attack confusing in this way, the reaction is like "oh well, this is weird, why's this an Attack?", and then they'll brush it off and not care about it, but when people find a non-Attack card confusing in this way, the reaction is like "why doesn't Goko let me reveal this Moat that I already bought just for this purpose, Dominion sucks".

2) Interacting or not interacting with said cards is a key part of the functionality of the card. This could be true for the following card, for instance:

Flare
$2 Action
+1 Card
+1 Action
Each player reveals his hand and discards all the Reaction cards in it.

The purpose of this card is to get rid of those Reactions in your opponents' hands, take a look at those hands while you're at it, and activate your own Tunnels (hey, that's more flavorful than I even intended!). It wouldn't work if it was an Attack, because then it couldn't get rid of the Reactions. Masquerade has to be a plain Action because interacting with Moat would be confusing. Possession has to be a plain Action because interacting with Moat would make it completely useless. I don't think there's any particular reason why "everyone gains a Rats" shouldn't be an Attack for technical reasons.

14628
Black: Something Industry or Gunpowder related

Dominion: Gunpowder confirmed!

14629
Variants and Fan Cards / Re: Gain a Peddler
« on: October 22, 2014, 09:59:58 am »
It isn't really an Attack since you get the same (potential) junk as your opponents do.

The fact that you junk yourself is immaterial. "Gain 5 Curses. Each other player gains a Curse." would still be an Attack. Your opponents are getting Curses without wanting to.

A card is an Attack if it has the Attack type.

14630
Puzzles and Challenges / Re: Easy Puzzles
« on: October 22, 2014, 08:24:14 am »
It's a PPR situation. You have $8, know that you're going to have $8 next turn, and you know that the last cards in your opponent's deck and current hand are a Gold, five Coppers and a Moat. If he has the Moat in his hand, he can draw all of his Treasures, meaning that he will be able to buy a Province, which means you have to buy a Duchy now, but if he doesn't, he only has 5 cards which can't buy a Province for him, which means you can safely ignore PPR. If Goko gives him the option to reveal the Moat after you've played Mercenary, you know that he has one in hand, and if not, you know he doesn't.

14631
Dominion General Discussion / Re: Questions for the pros (35+ players)
« on: October 22, 2014, 04:49:12 am »
I keep track of things, but that alone isn't enough to make the difference. It can be the reason why I win a certain game, or when I fail to keep track of something, it also can be the reason why I lose a certain game, but I don't think anyone's Iso level is suddenly going to get +10 or -10 just from tracking or not tracking your deck. Though, tracking things is very closely related to a lot of other things that are more useful I think, such as winning important splits and planning ahead how many copies of some cards you want.

14632
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: October 21, 2014, 04:29:17 pm »

14633
Why would anyone buy provinces in a 3+ player game with this on the board?  5-cost 12 VP. that's kinda insane. And it takes six province buys to get this to be worth less than a province.
It doesn't matter how much it's worth during the game, it only matters how much it's worth after the game has ended. If the game ends on Provinces, it's worth nothing. The game has to end on piles for it to be worth anything, and although that is more common in 3+ player games, it's not because there are more Provinces but because there are more players emptying the 10-card piles.
Exactly. That's why no one would bother buying provinces in a 3+ player game with this card out -because a 3-pile ending is more likely anyway with 3+ players and even moreso if anyone is going for prefectures (because they'll be trying to empty piles also). It's like you're agreeing with me while making it sound like you're disagreeing...
It's not that much more likely. If one player goes for Prefectures and the other two go for Provinces, the one who goes for Prefectures has a very good chance of losing the game. If one player goes for Prefectures and another goes for Prefectures, then the third player also has to go for Prefectures because if he goes for Provinces, he probably loses.

14634
Dominion Articles / Re: Top 10 Cards beginners don't understand
« on: October 20, 2014, 07:32:29 pm »
Familiar ? What's complicated about Familiar ?

New players aren't very familiar with it.

14635
The term "silverspawn's rankings" is confusing right now, since there are two different rankings that are both "silverspawn's rankings". Especially here, when we're referring to the rankings that caused much less drama.

14636
Dominion Articles / Re: Top 10 Cards beginners don't understand
« on: October 20, 2014, 06:57:34 pm »
The first card that beginners have problems with is workshop. They understand what it does but not how to use it.
And Village.

I don't know about Stonemason, Rebuild and Butcher since I never had the chance of being a beginner when the cards came out, and I'm not convinced that Bridge belongs on this list, but other than that, I have to admit that the other cards on this list I didn't quite understand.

14637
Variants and Fan Cards / Re: An exotic mix between TR and Golem
« on: October 20, 2014, 03:34:01 pm »
I think it might be fine without the penalty.

a TR that can't be drawn dead and has a pseudo card? I really doubt it.
Rather, I think you can think of it as a Sage that also plays the target card twice. That would be WAY too good for $4.

14638
Dominion General Discussion / Re: silverspawn's card list
« on: October 20, 2014, 11:58:04 am »
Why do people complain about Goko's Casual Ranking List, they can't all be the best ranking ever.

14639
Dominion General Discussion / Re: silverspawn's Design Rankings
« on: October 20, 2014, 10:46:17 am »
I'm also surprised you didn't mention Chancellor/Feast/Saboteur. Maybe in the next list?
Ranking Chancellor pretty low is reasonable because Scavenger exists, but why Feast and Saboteur?

14640
Help! / Re: Marauder vs. Cultist
« on: October 20, 2014, 10:42:52 am »
You got unlucky and played suboptimally. I think you can ignore Marauder, but you should probably have opened Quarry/Silver to maximize the odds of getting two Cultists on turns 3 and 4 (I'm not sure if it's actually better than Quarry/Oracle though, and Quarry/Squire can be good too because Squire is good later), and the first Gold you bought should have been another Cultist.

14641
Why would anyone buy provinces in a 3+ player game with this on the board?  5-cost 12 VP. that's kinda insane. And it takes six province buys to get this to be worth less than a province.
It doesn't matter how much it's worth during the game, it only matters how much it's worth after the game has ended. If the game ends on Provinces, it's worth nothing. The game has to end on piles for it to be worth anything, and although that is more common in 3+ player games, it's not because there are more Provinces but because there are more players emptying the 10-card piles.

14642
Both extremely weak and extremely strong cards benefit from designed kingdoms rather than randomly chosen kingdoms. If you choose the kingdoms randomly, you might have a lot of kingdoms that have useless cards either because the cards just are that weak or because there is another very strong card that makes all others useless, but you can design kingdoms where winning the Feast split is the key factor in winning the game and kingdoms where going for Rebuild is a bad idea. These obviously do also happen in randomized kingdoms, but that's rare.

14643
Game Reports / Re: Complex JoaT board
« on: October 19, 2014, 08:42:37 pm »
I think Tunnel is probably just a waste of time here. It slows you down early, and there shouldn't be enough time to catch up against someone who just plays a simple Jack money strategy with a Hoard. I'm not sure if you want a Hamlet, probably not unless you have only $2. Feodum might be nice if the game drags and you have a lot of Silvers, but not something that should hugely affect your strategy.

14644
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: October 19, 2014, 08:33:50 pm »
Question: What is the probability of getting a 5-2 split, and after making two purchases, getting ANOTHER 5-2 split, with both of your purchases on the bottom of the deck? (Ignoring things like Nomad Camp, Noble Brigand, etc.)

Answer: 1 in 2376.

Question 2: What is the probability that you, having played 946 games on Goko, have experienced it at least once?

Answer: Pretty much 1 in 3.

14645
Congrats Stef!

14646
Dominion General Discussion / Re: silverspawn's card list
« on: October 18, 2014, 07:43:12 pm »
Adventurer needs an action at that price

Eh, I think +buy.

I agree. (And it still could probably cost $5 with the +buy). A +action would just make it very similar to Gold, and a +buy fits better with the idea of digging for more Treasures.

14647
And it's very rare that you'd rather have any of the +1 vanilla bonuses instead of another card. Using it for +1 vanilla bonus is a Ruins; pretty much any card is going to be better than that, unless you hit forced trashing as your other option. So even if the card you hit is something you never would have bought for your deck; you'll likely choose to play that card instead anyway.
You're getting all of the +1 vanilla bonuses, so it's comparable to a lot of $2 cards at least, and whenever you have more terminals in your hand and you hit a terminal, it's usually good.

14648
Hearthstone / Re: Constructed General Discussion
« on: October 18, 2014, 12:15:04 pm »
I'm playing Paladin aggro and I think the Handlock matchup is slightly favorable for me. Divine Favor is super useful, Equality deals with the Giants and I can also deal a lot of damage pretty fast. The problematic games are when I'm forced to play an Equality at a suboptimal time or when I don't have it.

14649
General Discussion / Re: Random Stuff Part II
« on: October 18, 2014, 12:09:40 pm »
I find this discussion arousing, therefore it is sexual.

14650
Dominion General Discussion / Re: silverspawn's Design Rankings
« on: October 18, 2014, 07:25:42 am »
It's main problem is the opportunity cost - at 2 or maybe even 3 it would be a perfectly fine card - there is nothing wrong with the design.  Thief, however, is worse than a wasted slot often and wouldn't be bought for 0 with extra buys.  Since this is a "design" thread, I'd say the card often helps the opponent should be the one lower ranked. (Incidentally, the fix for Thief is simple - make both the trash and the gain optional instead of just the gain.)  The point here is it is debatable which card is the weakest, not that Scout is strong.
No, its main problem is that it literally hurts your deck unless like 30% of it is green cards, which should never be the case, or you really need to know the top card of your deck (and Mystic/Wishing Well combos aren't worth it, because Scout, by being in your hand, negates the effect of getting one extra card), or you have to have a deck that naturally results in all of your green cards being on top of your deck (Apothecary engine).

It's true that in a normal game, Thief hurts you more than Scout does. But the games where Scout hurts you and Thief doesn't are much more common than the games where Thief hurts you and Scout doesn't, and when Thief is actually useful, it's much more useful than Scout is when Scout is useful. It is pointless to look at which card hurts you more in a game where you want to buy neither anyway, unless we just want to find out which card to give your opponent with Swindler.

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