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Messages - Aidan Millow

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1
Variants and Fan Cards / Re: Make a flavorful X or Z card
« on: May 14, 2015, 05:45:41 pm »
Xenophobe - Action-Duration $5
+4 cards
At the start of your next turn, discard this.
-------------------------
While this card is in play, if you would gain a card that is not a victory card, trash that card instead.

I am surprisingly happy with this...

EDIT: Hadn't looked through and seen the previous xenophobes. Still happy.
ANOTHER EDIT: Added duration so it actually works.

2
Oh dear lord what have I become.

An Umbreon!

3
I wonder... Had anyone tried to Inherit Distant Estates? Is that a thing?

Ignoring everything below this: How would this work? Are they 5/1 or 4/0 victory points? Food for thought.

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Dominion: Adventures Previews / Re: Is there a card list anywhere?
« on: May 03, 2015, 03:28:02 pm »
Awesome, thanks.

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Dominion: Adventures Previews / Is there a card list anywhere?
« on: May 03, 2015, 03:25:09 pm »
Pretty much what it says. Everyone seems to know all the cards from adventures but I haven't seen a card list? Is there one up that I couldn't find (and if so could someone link it) or has everyone just learned from watching videos?

6
Variants and Fan Cards / Re: Dominion: Fealty
« on: December 11, 2014, 01:28:28 pm »
The expansion is absolutely salvageable, you've gotten criticisms for every card but that happens (people post negative feedback more than positive because it feels more useful), all of these (except possibly assassin) can be fine with adjustments. Keep posting more cards and working on the old ones and you will end up with a good set of cards. Some of your concepts will end up being dropped but that's part of design.

7
Variants and Fan Cards / Re: Dominion: Fealty
« on: December 11, 2014, 03:03:12 am »
Like Scott I'm not sold on the Loyalty Mat; I'm not sure there's design space to use it as the basis for a large set (fine for a small one though). Of course if you have plenty of ideas then great.
As for individual cards:
Manor and ore both looks solid and interesting plenty of the time. I disagree with Scott about how often ore will be useful as it's a non-terminal +buy for 2; I feel like the bridge effect will often be ignored but the card will still be useful.
Crop rotation needs a wording fix but is otherwise good, possibly something like: choose a card type (action, victory or treasure), set aside all cards of that type...
Quest doesn't feel like a 5 to me. The +2 cards only serves to replace itself and the card you set aside so you've spent your action to put a card onto your mat. The closest comparison is Haven which gives much less versatility on when you return the card but costs 2 and is non-terminal. The concept works though.
Assassin definitely needs to be toned down. The attack is powerful enough to act as a soft lock if you can play even one a turn and it hurts a lot even if you don't have that consistency, the best way to handle this effect imo would be on a (much cheaper) one shot.
I hope these criticisms are helpful as opposed to disheartening.

8
Dominion Articles / Re: Table: How to defend against attacks
« on: December 06, 2014, 08:32:26 pm »
Video
This should actually be added to the table. Junking attacks of your own mitigate the effect of junking attacks (especially if you outpace them).

9
Dominion General Discussion / Re: Homage to the Best Card
« on: November 14, 2014, 09:01:25 pm »
Scavenger as an unemployed Chancellor is hilarious, in that losing his livelihood somehow made him vastly better at his job.

Desperation forces you to realise your inadequacies.

10
Game Reports / Reminding me why I love Dominion
« on: November 02, 2014, 11:22:12 pm »
Today I played my first games of online dominion since the end of Season three. Most of them were fairly normal but there was one that made me frankly giddy and I wanted to share it.

http://dominionlogs.goko.com/20141102/log.516d3566e4b082c74d7b3ec8.1414985552984.txt


Code: [Select]
Urchin, Noble Brigand, Thief, Throne Room, Trader, Wandering Minstrel, Cartographer, Governor, Rogue, Possession
(if anyone feels like telling me how to use the prettifier then I'll fix this up)

So I started out hoping that I'd be able to get off Governor (with Mercenary setup) before Possession came into play (which was a terrible plan in hindsight) but my opponent rushed Possession and quickly stopped that notion. I then started trashing down almost immediately, thinking that remodelling a gold early would give me an edge in vp if we had an outright stall. But we didn't, my opponent hit a province off a bunch of silver and didn't trash his deck down much yet I still couldn't hit a province with his deck while he was possessed (and to make matters worse he managed to gain a gold with Governor and draw it with another one after my double possession turn). I was a bit frustrated with my luck at this point and when my opponent started remodelling both my and his stuff into Duchies we both thought he was in control of the game. But then I realised that my deck was small enough that I could probably make gold and then remodel it in the same turn. I lost a few possession plays having to throne room Governor to pull it off but I did and I started catching up. My opponent finished piling out the duchies and started trying to rush through virtually anything to let him end the game but on my 13th turn possessing my opponent I finally hit province money and managed to close out the game with a remodel on my turn. As a bonus my opponent and I exchanged a couple of complimentary words postgame.

I know people hate possession but it made this game epic (61 turns in total with plenty of tension later on) and reminded me what I've been missing out on.

If anyone wants to analyse the board or either of our play feel free but I just posted this because I wanted to share.

11
Dominion General Discussion / Re: IRL handicapping
« on: October 26, 2014, 01:10:10 am »
My (very casual) irl playgroup does two handicap things: firstly the player to the left of the winner of the previous game always starts, secondly after each game the winner replaces an estate with a curse (or a copper with a curse if it's gone that far) and the outright looser replaces an estate with a copper. This isn't very balanced but it does give a handicap and can be quite fun just seeing ridiculous stuff happen because of it.

12
Variants and Fan Cards / Re: Card Idea: Juggler
« on: October 24, 2014, 08:46:51 pm »
you know, I think this could actually work as a treasure.

I feel like this wants to be an action, deck reordering is much better when you have actions available afterwards.
Otherwise I'll just agree with what everyone else has said. The card is fine but it'll fade into the background most of the time.

13
Dominion General Discussion / Re: silverspawn's Design Rankings
« on: October 16, 2014, 10:01:35 pm »
No, I think Donald got it right. The point is basically that "favorites" is subjective, and "well-designed" is not, and I agree that strictly speaking, it should be titled "my favorite cards". If I tried to be objective, I'd have masquerade higher, because I know that very few people share my problems here, but I'd still have Spy really low, because I legitimately believe that there are flaws in its design that later cards fixed. I guess this is "my favorite designs". I don't really like just calling it my favorites, because for me that sounds like I don't really have reasons for it, I just like or don't like a card, and I don't think that's true.
You know I appreciate that you say this, and I appreciate that in the OP you say how it's all your opinion.

But when you cast how much you like a card as how well-designed it is, well it's pretty insulting to me. The epitome of good game design is not maximizing how much fun silverspawn has. It's probably more annoying on the low end, but I don't imagine I will like it on the high end either.

I don't mind people singling out hated/loved cards, and I've chimed in on some of those threads. I don't mind you talking about how well-designed you think things are, and I will try to stay out of such discussions. But pretending one is the other, well, yuck. I mean imagine we all discussed how much we liked you, yikes, but wait, we're going to pretend that what we're talking about is, how smart you are, objectively.

The thing is there's a difference between "Silverspawn's favourite cards" and "The cards Silverspawn thinks are the best designed" obviously the former will effect the later which can make it hard to tell but I believe that Silverspawn is at least attempting to write the later and that unless you're damn confident he's not or that he can't tell the difference you should give the list the benefit of the doubt.

14
Dominion General Discussion / Re: Homage to the Best Card
« on: October 16, 2014, 09:39:50 pm »
Old Economy Steed was able to pay rent and tuition working a part time job, leaving two actions remaining.  Tuition cost $2/turn back then.

I enjoy the fact that the image of this is close to being a minotaur.

15
Dominion General Discussion / Re: Deciding when to green
« on: September 28, 2014, 05:25:58 am »
I've almost never seen an internet argument resolve itself peacefully. There's something about the medium that makes people respond to criticism with more criticism until you get to a positive feedback loop of disappointment.

I actually find this phenomenon quite interesting so here's more of a response than you were probably expecting:
Some premises (because I like premises).
  • People instinctively want to win arguments, even if they're wrong.
  • In person and in most other media people often suppress this desire due to social conditioning (and practical concerns such as time sometimes come into play).
  • Due to being semi-anonymous on the internet people are less inhibited.
Due to point 3, point 2 doesn't stop people so when one person makes a statement and then sees a reply that does anything but admit defeat they starts preparing a response. If you actually want to stop you have to take a step back and say to yourself "I don't want to be doing this any more." Then to assuage your instincts you often have to make a statement of leaving the discussion.

16
Dominion League / Re: Standings & Results
« on: September 24, 2014, 08:18:15 am »
D5 Aidan Millow vs EgorK 4-2 Aidan Millow Wins

17
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 08, 2014, 04:12:41 am »
If it is enjoyable of its own merit, you won't have much social interaction with the other players during the game.

Unless you hold "enjoyable of it's own merit" to a very high standard that depends on your play group.

18
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 07, 2014, 07:44:39 pm »
Does 4 player dominion aid social interaction any more than other 4 player board games? For me, no, but maybe you've experienced differently?

No, most 4p board games that aren't really bad would suffice (though dominion has the positive of not being as big of a time commitment as some other games). Although I can't be confident that board games work as a social aid for you at all (I might well be the only person here who needs the help).

19
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 07, 2014, 07:28:29 pm »
An immersing tabletop RPG with four players leaves little room for socializing, even though they usually are very not-competitive. People start socializing when the game alone can't keep them fully entertained. A game like that can be worth playing when you want to socialize, but even if it is, it doesn't mean that it's good — it just means that it lets the players have fun regardless of the game.


I think that blending in with its surroundings is an important aspect of all pieces of art, including board games. What this means in practice is that when you design a chair, it's not enough that the chair itself looks good, but also, when you put it in an environment where people look at it, it has to fit in. And when you design a board game, it's not enough that the game itself is fun, but it also has to fit in with whatever you're doing before the game and after the game. A bland chair fits in by being simple and uninteresting, but a very awesome chair fits in by being the center of the attention and making the surroundings support it. Likewise, a bland board game fits in by making people socialize while playing, but a very awesome game fits in by making the players still analyze the game hours after it ended. Both kinds of fitting in can be pleasant to experience, but only the other will leave a lasting impression.

I disagree with you on two key points here. Firstly that 4p dominion is bland (you don't outright say it but it's heavily implied) it's not as well balanced as 2p (which is far from perfect itself) but it is enjoyable of its own merit. Secondly (and this is the key thing I've been saying for most of the discussion) I feel that, rather than social interaction making up for a bad game, the function of board games like 4p dominion is as an aid to a social experience.

I'm getting a little tired of what feels to me like writing the same thing repeatedly and people not paying attention to it but feel obligated to respond when people respond to my posts if I haven't said anything so I'm going to keep checking the thread but won't post again in response to something to the gist of "4p dominion is bad but social interaction makes up for it." (Sorry for the tone here, I'm not sure how to honestly say this without it sounding bitter).

20
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 07, 2014, 05:58:11 pm »
the socializing aspect comes from the 4 players, not from the 4player game

I'm beginning to feel that people aren't reading much of what I write here. For people (like me) who aren't good at socialising then having a game as a starting point is almost necessary for enjoying oneself rather than sitting around being awkward and miserable.

21
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 07, 2014, 05:37:16 pm »
You're kind of missing the point here imo. You shouldn't play 4p dominion as if it's 2p. It's more relaxed and social and less competitive. I mostly play 2p online and 4p in real life and which one I enjoy more depends on my mood. You might well not enjoy 4p anyway but you definitely won't if you try to play it like 2p.

no, 4p is just bad. if you're playing it casually, you may not notice that it's bad and enjoy it, but it's still bad.

I agree that it's bad if you're looking for the same things as a 2p game. 4p dominion actually offers more as a sort of social lubricant which is why I say that it's missing the point to theory craft why it's worse than 2p.
Yes, if you are playing a casual game for socializing, then 4p can easily be just as worth your time as 2p, if not more. Why? Because your too busy enjoying your time socializing to care that it is bad.

You're missing the part where you wouldn't be enjoying your time socializing if there wasn't something like 4p dominion to semi-occupy you. You build a deck that's usually worse than one you'd build in 2p and you enjoy talking about the game and then about other stuff as opposed to sitting around feeling awkward. This is how 4p board games usually work and for this purpose 4p dominion isn't not bad whereas 2p dominion would be because it's inherently competitive.

My point is that 2p and 4p games usually offer different experiences and this thread is judging a 4p game by a 2p metric.

22
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 07, 2014, 04:49:17 pm »
You're kind of missing the point here imo. You shouldn't play 4p dominion as if it's 2p. It's more relaxed and social and less competitive. I mostly play 2p online and 4p in real life and which one I enjoy more depends on my mood. You might well not enjoy 4p anyway but you definitely won't if you try to play it like 2p.

no, 4p is just bad. if you're playing it casually, you may not notice that it's bad and enjoy it, but it's still bad.

I agree that it's bad if you're looking for the same things as a 2p game. 4p dominion actually offers more as a sort of social lubricant which is why I say that it's missing the point to theory craft why it's worse than 2p.

23
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 07, 2014, 03:52:22 pm »
You're kind of missing the point here imo. You shouldn't play 4p dominion as if it's 2p. It's more relaxed and social and less competitive. I mostly play 2p online and 4p in real life and which one I enjoy more depends on my mood. You might well not enjoy 4p anyway but you definitely won't if you try to play it like 2p.

24
Dominion League / Re: Standings & Results
« on: August 07, 2014, 12:31:49 am »
D1: Aidan Millow Vs Kylar 3-3

25
Dominion League / Re: Standings & Results
« on: July 16, 2014, 02:39:49 am »
D1-1 (Aidan Millow) Vs D1-2 (TomConerly) 4-2 TomConerly wins.

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