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Messages - TheOthin

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126
Dominion: Adventures Previews / Re: edge-case this, please
« on: April 18, 2015, 12:52:29 pm »
Once you have a second champion, you almost certainly want it in play. Possession, for example, might lead to you having excess champions.

How so? If you're Possessing your opponent, and make them play their Hero, and then choose to exchange it for a Champion, the Champion goes to their discard pile and stays there.

Quote from: Adventures rulebook
Exchanging is not trashing or gaining, and so does not trigger abilities like Travelling Fair's.

Exactly. They get a Chanpion, even if they already have one and therefore don't want another.

127
Travelling Fair is neat; it's the +2 Buys Event everyone wanted but with some twists. The Royal Seal effect makes a lot more sense on an Event and goes well with the extra Buys so you can set up multiple cards for the next turn. It also makes it less cost-effective to buy more than once in a turn while still being possible.

Although I've gotta say, costing $2 makes it way harder to work into a Turn 1 multiplayer empty Supply strategy. If the first player goes Baker coin --> Borrow --> Stonemason --> Lost City x2, the other players can all open $9, but they can't actually pick up double $4 cards from there. Although I'm sure a Travelling Fair variant that cheap would've been worse for the game overall.

128
Dominion: Adventures Previews / Re: Rule book with all card texts up!
« on: April 18, 2015, 10:29:55 am »
I'm confused. Donald mentioned two 12-card piles, but Distant Lands is the only Victory card I saw. Is there a non-Victory card with a 12-card pile?

129
Isn't it about playing Dominion online?  I'm sort of on the fence.

It's about the things we can do when we can't play Dominion Online. So while it's conceptually related, none of the discussion taking place here is directly about Dominion Online itself.

130
Variants and Fan Cards / Re: Events
« on: April 17, 2015, 12:15:18 pm »
Why does it need to replace the Buy you spend on it if it's also letting you buy cards from the trash?

131
Rules Questions / Re: Trashing Hand w/ Count + Market Square
« on: April 17, 2015, 10:47:39 am »
Well for Chapel and Forge you just wouldn't trash the Market Square anyway. For Remake, I'm not sure. Do the two cards get trashed simultaneously? If not, then even with just Remake and two other cards in hand, you could trash the one that isn't Market Square first and then discard Market Square. The cards don't get gained simultaneously so this sounds right to me. But I don't think Steward allows that.

132
Why look at the bottom card rather than the top?

133
Dominion: Adventures Previews / Re: Preview: Giant
« on: April 14, 2015, 08:25:24 pm »
His specific wording was that it draws you five cards when Throned, not that it can draw you five cards when Throned. And the fact that he specifically brought up Throne Room suggests that there's a reason it would draw 5 cards when Thrones but not when not Throned.

So yeah, it's not Storyteller. Meanwhile it's quite easy to conceive of a card using the Journey token mechanics we know that would always draw exactly five cards when Throned but not when played normally.

134
Dominion General Discussion / Re: Best Dominion Moments 2015
« on: April 14, 2015, 05:55:30 pm »
King's Court is the most potent village in Dominion.

135
Variants and Fan Cards / Re: Events
« on: April 13, 2015, 05:05:58 pm »
Lost Arts gives +1 Action. Throne Event has an in-built +1 Action, like Throne Room, and a +1 Card to draw the second copy of it. It ends up kind of resembling King's Court more than Throne Room, because both functionally have a +1 Card because you end up getting more plays than the number of cards you burn from your hand. (However, King's Court, unlike Throne Event, has a built-in +2 Actions.)

136
Dominion General Discussion / Re: Dominion Achievements
« on: April 11, 2015, 09:49:11 pm »
Inheritance allows for all sorts of crazy shenanigans, especially with Borrow/Baker:

-I don't like these cards: Buy a card from the Black Market deck before your first shuffle.
-I prefer this card: Before your first shuffle, gain a card with a potion in its cost

I can see Inheriting Black Estates, but you can't use Inheritance on Treasures.

You can inherit Watchtower, buy Squire, trash it to gain Scrying Pool/Familiar.
Can you reveal estates?

Liopoil, you disappoint me. The power of Watchtower is absolute. Its Estate representatives must be similarly powerful if they are to honour its name.
ehh, they still feel like fakes to me.


how rude

137
Dominion Articles / Re: Most skilled card in Dominion?
« on: April 10, 2015, 06:42:04 pm »
Scout really just doesn't work. Cartographer and Vagrant take on its role but better. Adding +1 Card would make it too strong for $4 but too weak for $5. I feel like the best fix would be to take away the picking up Victory cards in exchange for the +1 Card, so that it becomes just cantrip deck viewing/arranging, but between Navigator and Cartographer and Apothecary it'd still be better to not even include it at that point.

In a sense, Cartographer is the "fixed" Scout, being everything it wanted to be while actually being a solid $5 card and a really cool one to boot.

138
Dominion Articles / Re: Most skilled card in Dominion?
« on: April 10, 2015, 05:40:35 pm »
Man, every card would be good with +1 Card added.

Indeed. However, Scout is the only nonterminal that would not be OP after adding "+card", which is a good illustration of how bad it is.
I'm going to lead with Secret Chamber.

Isn't that just halfway to Vault now?

For $2, though. And with a Reaction and no drawback.

Guaranteeing $5 rather than $4 is arguably more of a step up than guaranteeing $6 over $5, too.

139
Dominion General Discussion / Re: Male and female cards (again)
« on: April 10, 2015, 01:24:10 pm »
And yet the cards continue to assume that all the players are male.

At this point, it's for consistency.  There's also some precedence for "he" serving as a gender neutral pronoun.

I can believe it's a reason, but it doesn't strike me as a particularly good one. And that precedent stems from that same "male as default" assumption you just pointed out. People may recognize its use as such, but it's still rather dismissive.

140
Dominion General Discussion / Re: Male and female cards (again)
« on: April 10, 2015, 01:18:31 pm »
And yet the cards continue to assume that all the players are male.

141
The gaming club at my college has Base, Intrigue, Seaside, and Alchemy, which is how I got introduced to the game; I ended up getting the Big Box with Base/Alchemy/Prosperity myself although I also intend to get Adventures. Out of whichever sets are available, we pick any number of them to use and then either take turns picking cards to add or decide on a number of cards to draw from each set's randomizer deck since they're separate. Sometimes we replace cards we don't like if the board doesn't look interesting enough. If there are any Prosperity cards in use, we add Platinum/Colony; we like Platinum/Colony.

Not that we've done that in a while. At some point other people started losing interest while I started reading strategy articles and well that got kinda lopsided.

142
Rules Questions / Re: Harold, Black Market and Possesion
« on: April 09, 2015, 01:06:33 pm »
If you're Possessing your opponent and you make them play Possession, they should Possess you. If Goko were getting that wrong, it would be incredibly broken.

143
For me the most common thing was to play with 5 cards from Adventures and 5 cards from all the other expansions combined. I almost always used 2 events.
Sometimes we played with 10 Adventures cards and 2 events.

And I must admit I didn't realize the "specify 2 events setting right away" so I also accidentally played a bunch without events.

So, you're saying for Pro Mode, Goko should automatically allow for 2 events in pro games?
For playtesting, the Events were a playtesting bottleneck. You can play 3 games and see every Kingdom card but you see only 6 out of 20 Events. So there was a strong incentive for us to always play with 2 Events (the recommended limit). So we did.

An option to force Events to be included does sound good though, I mean some people will for sure want to do that, at least for a while.

My guess is that, after a while, Dominion won't feel like Dominion if we don't have Events.

Is that really likely? Is a set of two Events less likely to play no role or only a small one in a given game than any two Kingdom cards?

If so, that's pretty rad, but it seems like a tall order.

144
Dominion: Adventures Previews / Re: French Preview : Pistage / Quête
« on: April 09, 2015, 11:05:05 am »
One nice thing about Quest is that, unlike Trade, you don't have to also be playing cards from your hand to pay for it.

145
Dominion Articles / Re: The 10 words card summary challenge
« on: April 09, 2015, 07:13:43 am »
Yeah it's really not hard to describe the literal effects of a card. The whole basis for this is that Stef, in 10 words, conveyed not just the direct impacts of Hunting Grounds but the core of a whole strategy article. (And then more helpfully in 20 words.) And this thread is in the Dominion Articles section.

146
Pearl Diver in the kingdom means you can turn your Estates into slightly improved Great Halls instantaneously rather than having to draw and burn Actions on each of them, which is like 100x better than Estate Maps.

147
A $0 card would probably be ranked with the $1-2 cards, but I don't think mixing the Events in with regular cards would work well.

Past rankings consider cards like Urchin, Madman, Spoils, Prizes, etc. as features of their corresponding Kingdom card rather than things to rate in their own right, right? Travelers seem like they'd fit right into that.

148
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 07, 2015, 04:45:24 pm »
I'll make a dumb guess and say Champion has "Gain a Victory card." somewhere on its text. Given that Hero gains an arbitrary Treasure, it's a bit more likely that DXV experimented with other unlimited gains. Given that some playtesters aren't super fond of Champion...a crazy effect like that could be the reason, since it may degenerate some games into a Champion race.

I mean Champion could also be a conqueror for the the flavor reasons, but that's not very compelling.

Hmm. It'd be incredibly powerful in Colony games, but so would Hero, and in fact it'd be tough to persuade a player to upgrade a Hero in a Colony game.

That said, I'm wary because of Rebuild. We have a card already that can gobble up the strongest Victory cards without support from the rest of the Kingdom, and it's one of the most hated cards. I feel like DXV would be very hesitant to try that again unless he was certain it was reasonably kept in check this time.

149
Puzzles and Challenges / Re: Empty the full supply
« on: April 07, 2015, 03:02:19 pm »
Now that I think about it, Potion-cost cards will be a frustration. Hagglers can't gain Possessions, but as long as you have no more than $5 of cost reduction, buying the Possessions with a nine Hagglers in play will get you the others. But you do need the 10 Potions to actually buy them.

Not necessarily something that couldn't be accomplished Turn 4, but it definitely increases the Turn 3 work needed.

150
For IRL play, I usually fan out the shuffled deck and let people pick from them, so that's one scenario where the difference would matter. But then, we also keep the sets' randomizers separate and pick, say, 3 Seaside cards, etc., and if we're using Prosperity cards we just include Colony/Platinum, so we'd probably just say, okay we're playing with Adventures cards so let's pick two Events.

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