2551
Tournaments and Events / Re: International Dominion Team World Cup
« on: July 25, 2013, 04:27:36 am »
I suppose I should throw my hat into the ring for U.S. (southwest/west coast if we end up with multiple teams).
You're right, it's probably not bad, but it is something to consider. It's safer just to buy your own card. I guess what would probably end up happening is that if 2 or more players want a particular card, they rake in coin tokens while the other players feel obligated to put their tokens on that card to compete. Maybe it's not a problem at all.At first I read this and thought it was terrible, but then I realized that any player who buys the card triggers your coin token. I really like that. In multi-player though, it seems like it would be political. "Player 2 is not doing so well, so it's fine if I buy this card; but player 3 is a threat to me, so I won't buy his card." Or maybe you say "If I buy your card, will you buy my card?" You could make a sort of alliance. You and another player agree to move your tokens how each other wants, and then buy each other's cards, to gain an edge over the other player(s) who aren't using those cards/don't want to help you out.
If you're just playing normal Dominion and then saying "Hey there's another player's token on this card" and taking that into account, then maybe it's not so bad, but if you're playing to win, it seems like arranging alliances with other players would be optimal. I can't really think of a good way to fix that (other than by not playing multi-player).
Hmm, you are right, it could become political. I am not sure how political though -- my first thought is that it would be minimal. With the mandatory moving, it's hard to nail down exactly where your token would be when another player makes their purchase. Of course, you may want the token on whatever you are going to buy this turn, so that you guarantee at least some benefit. The scenario you describe, where a player will purchase card with player A's token but not the card with player B's token -- that is easy to work around, as player B can just move his token to the same card as player A.
I imagine that forming such alliances would actually be suboptimal because you would be pigeon-holing yourself into buying cards that are not best for you (assuming you honour your word). Why buy player A's card and trust that they'll buy your card when you can just buy your own card?
So far the funniest small expansion imo.I don't know; I mean the Butcher/Baker/Candlestick Maker reference is pretty funny, but there's nothing funnier than the look on your opponent's face when you play Possession during his double Province hand.
Yeah, I suspect that Royal Seal only exists because DXV overestimated it.I really think that it's just a matter of what's fun. If there was a supply pile of 40 Villages available in every game, I doubt that cards like Worker's Village, Farming Village, etc. would exist. Perhaps it would be more interesting if the Silver supply pile was swapped out for a stack of 40 of these $4 Silver variants in some games (I don't know how you would determine which games). Having it as a kingdom card is usually just going to feel like you're using up a kingdom slot to add a very minor rule variation to the game.
Now that's a great point. According to that reasoning, Royal Seal shouldn't really exist either, which I'd be perfectly okay with.
A bunch of people will post after this saying the same thing, but with a lengthy confusing explanation.
I'm not sure why Silver-with-a-bonus cards unequivocally can't cost less than $5, especially since this one doesn't even have an on-play bonus.Balance-wise this card is probably fine at $4, but I think the idea is that it's no fun to play with an extra pile of Silvers. So instead, it's better to make it cost $5 and have a more substantial bonus.
I missed Rebuild in the original post too. I automatically read "KC, Goons, and Rebuild" as "KC Goons Masquerade". This is particularly odd given that the list was explicitly excluding Masquerade. Apparently I subconsciously think of that combo as entirely distinct from each of its components.That is really weird; I re-read the post three times before seeing Rebuild in it too. (I kept re-reading because I was confused by the following posts, and even while looking for it I didn't catch it.)
There are only a few cards where I worry about losing the split 4/6:When you lose the Duchy split 4/6, you know your opponent is cheating.
- Peddler
- Minion
- Fools Gold
- Grand Markets
- sometimes Wharf
- sometimes Lab or Alchemist
- VP cards (Duchies in Duke games, Gardens, sometimes Silk Roads)
those are all strictly better than the original except merchant ship, because you don't have to play the spoils.They are worse in draw-to-X engines. Also, if the Spoils run out. Also, Horse Trading Post is missing the reaction and Mandarin is missing the on-gain. Also, this is the really bad card ideas thread.
You didn't mention Graverobber and Rogue.... These are very bad for Forager because they steal your very valuable treasures out of the trash....Rogue is a mixed bag, since it's probably the thing that gets your good treasures into the trash, but then takes them out. Since it's terminal, if you're not the one going for it, it might be more likely that you play more Foragers while Silver/Gold is in the trash than your opponent? Still, don't intentionally trash Silver/Gold to power up Forager if Rogue is on the board. If your opponent doesn't have Foragers, getting Rogues might be a good way for you to power yours up.
I can see it.No, I mean I tried to post an image in response to his, but it didn't show up.
Edit: Although I can't see how Fortress really counters Governor. It only does something against the remodel effect, as best I can tell, and that's the least used option on Governor. I guess the idea is if they start turbo remodelling at endgame you're getting maybe an extra Duchy out of it, maybe two? Ehh.
Wow, I just realized that Fortress is, like, the ultimate Governor counter.
You forgot to meme. Here, I'll do it for you.
You can get 3 peddlers by the end of turn 2 in a solitaire game.Wow, very nice!
Open 5C.
Turn 1: Spend coin token, buy Stonemason and gain 2 Nomad Camps to top of deck. Draw them with Necropolis and 2C.
Turn 2: Play everything to get 6 coins, 3 buys, and peddlers down to a cost of 2. Buy 3 Peddlers (or a Peddler and a Stonemason).
I wouldn't mind at all if I never read the words "strictly better" on this forum ever again (I know this won't happen).It won't happen if you keep arguing about the meaning of "strictly better".