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Messages - jaketheyak

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126
Dominion: Adventures Previews / Re: Munchkins...???
« on: April 09, 2015, 08:13:36 pm »
Adventure Time Munchkin is probably the best variant I've played.

Deciding which is the best Munchkin variant seems very similar to deciding which is the best tropical disease.

127
Dominion General Discussion / Re: CARD OF THE WEEK #3: Moat
« on: April 09, 2015, 02:38:28 am »
Man, if you're both buying Colonies at the same rate, the correct result is a tie, so what's the problem?

Because sometimes you're playing a tournament set and you want to get a win when your opponent has first player advantage.

Also, this is completely the wrong way to look at it. If michaeljb and I did not diverge strategically, then indeed the game would probably have ended in a tie (caveat below). But because I added Moat to my deck and he didn't, I swung the odds in my favor despite not having first player advantage.

I also explained in the previous post that in this situation where both players are buying Colony at the same rate, if second player gets a bad draw, he loses the game unless he hopes that first player also gets a bad draw, whereas first player needs to get two bad draws in order to lose.

I get it, it's there, but it's a small thing and I think the rule of awarding ties with unequal turns to player two does enough to mitigate it.
And bad draws, well, YMYOSL.

As for tourneys, any tourney worth playing in will have opponents play equal numbers of games as player one anyway.
Maybe first player matters more in some games than others but, hey, it's a card game, there's some randomness involved.
If you really want to make a tourney as fair as possible, you can play each kingdom twice taking turns as player one.

I personally don't believe it's that big a deal.
Usually the better player wins.


128
Dominion General Discussion / Re: CARD OF THE WEEK #3: Moat
« on: April 08, 2015, 11:01:47 pm »
Man, if you're both buying Colonies at the same rate, the correct result is a tie, so what's the problem?

If Player One wants to take a detour via a Province when there are two Colonies left and the scores are tied, well that is a strategy that comes with no small measure of risk.
The fact that Player Two can counter this strategy by doing the exact same thing suggests strongly to me that no advantage exists there.

Yes, in this scenario if Player Two instead buys the penultimate Colony he puts himself at risk of a loss, but there is nothing Player One can do to force you to make that decision.
The game at this point is perfectly symmetrical, therefore no advantage exists.

Arguably, this is a stalemate but, again, if both players really have the exact same buying power in their decks, a tie is the result that best reflects this fact.

129
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 07, 2015, 08:05:17 pm »
What about something crazy:

Trash this card
Gain one victory card
Gain one treasure card

What about instead of trashing the card, you exchange it for a victory card?
I figure that the number of Champion cards is going to be less than the number of available Pages, so exchanging allows you to upgrade another Page to the end of the line.

130
Variants and Fan Cards / Re: Really bad card ideas
« on: April 07, 2015, 06:29:00 pm »
Time for a card idea that really is just a bad idea, not a joke:

$7
Action
Double your coin tokens. Take a coin token.

But if you reversed the order to take a coin token before doubling would that have an impact on the card's power-level or a huge impact on the card's power-level?
I'm prepared to post multiple walls of text in support of whatever the opposite of your answer is.


131
Variants and Fan Cards / Re: Really bad card ideas
« on: April 06, 2015, 07:47:25 pm »
Pedant
Cost: $8*
Action

+1 Card
+1 Action
+$1
---------------------
During your Buy phase, this card costs $1 less for each off-topic argument over grammar, punctuation or spelling you are currently involved in on an online forum.

132
Dominion: Adventures Previews / Re: Preview: Storyteller
« on: April 06, 2015, 07:29:27 pm »
I'd be surprised to see a VP card that cares about the trash, because Donald has tried it twice previously and couldn't get it to work.

Quote from: Donald X.
- worth 1 VP per 3 victory cards in the trash.

...

I tried the first of those in both Seaside and Dark Ages. The Seaside one was called Landfill, and also trashed cards from supply piles. Since you can profit from it being built up, regardless of who does it, what would happen is, we'd fight over them, and then the player with more of them would build it up while the other didn't. Only, if we split them 5 to 3, the difference isn't enough to make it exciting. At first it seemed like it had promise and was a shoe-in, but it was just no fun, it had no fans whatsoever. In my mind City is a fixed version - City is something we can all build up and/or profit from, but plays much better. Forager and Trade Route are in this family but play much differently from City. Anyway you might think it would work as a VP card but man it didn't. I revisted it in Dark Ages; there another key issue was how much caring about the trash varied in power level from game to game.

133
Dominion: Adventures Previews / Re: Blurry gif on Dominion Welt
« on: April 02, 2015, 01:18:13 am »
So from the effect and the image I'd guess it's page.
No idea why it has such a long name though.

Well, a medieval page was essentially an apprentice squire, which was itself an apprentice knight.
So, whilst it is a short word in English, it actually encapsulates a pretty complex concept (a pre-apprentice knight).

What's the German word for "Douchebag"?

Google suggests "dummkopf", but I'm not quite sure that captures quite the correct meaning.

134
Dominion: Adventures Previews / Re: Preview: Haunted Woods
« on: April 02, 2015, 12:37:10 am »
"The ghost was Donald X all along!"

And he's wearing his 'stache!


135
Variants and Fan Cards / Re: Really bad card ideas
« on: April 01, 2015, 11:04:41 pm »
The problem with all these examples is that in most real-life cases the context should make the meaning clear.
The very reason that the JFK & Stalin comic is biased towards the Oxford comma is because we know who JFK & Stalin are, which makes it a self-defeating argument.
With or without the Oxford comma the meaning is clear: the strippers are obviously a separate entity to JFK & Stalin.

If you are worrying about whether the presence or omission of an Oxford comma changes the meaning of a sentence, rewrite the damn sentence!

136
Swamp Hag: Beautiful, but the woman looks too pretty to be, well, a hag.

There is a D&D monster called a Green Hag (or Greenhag, depending on edition) that lives in swamps.
Its natural appearance is that of a twisted, horrible, green-skinned crone.
It has the ability to magically disguise itself as a beautiful maiden in order to lure unsuspecting victims to their deaths.

As with most things D&D, there is considerable pre-existing folklore behind this though, so I'm by no means suggesting this is necessarily where the idea for this card came from.

137
Amulet: One of the strongest cards in the game. You can gain two Silvers every time you play it! I'm guessing the other two options are just there so that the card isn't dead once the Silvers run out. This doesn't hold a candle to Trader or Masterpiece, but it's still likely to be the best Silver gainer on the board. Usually you want to win this split.

You can also use it to trash two Feoda to gain six silvers!

138
I love that Hireling gives a permanent discount to Peddler/bonus to HoP.
Probably not the most important aspect of the card, but it's those little synergies that I love the most about Dominion.

139
Dominion: Adventures Previews / Re: Teasers!
« on: March 31, 2015, 08:03:57 pm »
- a card that gives the 2nd player an advantage (Lost City)

I don't really understand how Lost City gives the 2nd player an advantage.
I mean, sure, if the first player buys it in turn 1 or 2 that can do some awesome things to player two's opening (potential to open with a $6, potential for turn 1 buy to make it into hand for turn 2).
However, if player two buys Lost City in turn 1, the same thing happens to player one's opening.
So, how is this card intrinsically advantageous to player 2 moreso than to player 1?

140
Dominion: Adventures Previews / Re: Preview: Storyteller
« on: March 30, 2015, 07:42:18 pm »
The difference being 1 card's worth of sifting is entirely correct, yet misconstrusive in this context; having the sift be right before the draw has much more of and impact than a 1-card sift in a vacuum.

Also, it's not just that it's not in a vacuum, it's also the fact that it's an extra one card's worth of sifting every time you play the card.
Hey maybe that doesn't add an extra gold to your hand every time you play Storyteller, but over the course of a game it does it often enough to considerably change the card's power level.

And that's the ultimate point.
Donald does a lot of work getting the power levels of different cards right and I believe him when he says that it makes a big difference.
 

141
Dominion: Adventures Previews / Re: Teasers!
« on: March 29, 2015, 11:47:00 pm »
My guess is that the card you can play when it isn't your turn is the treasure village card. It could be something which gives you both actions and coins on your next turn.

Donald has previously said that an Action-Treasure would be too confusing.
An Action-Treasure that you play on someone else's turn is mind-melting.

142
Variants and Fan Cards / Re: Really bad card ideas
« on: March 26, 2015, 12:43:10 am »
Ruined Ruined Village
$0 Action-Ruins

-1 Action

143
Dominion General Discussion / Re: Interview with Donald X.
« on: March 14, 2015, 08:17:06 am »
Border Village is too far away for anybody to go after. 

Maybe my knowledge of the history of warfare is a little hazy, but I'm not sure that villages on a nation's border are less likely to be attacked.

Hmm.  I always pictured Border Village being way out on the border of unoccupied land rather than the border of another nation, probably because it's in the hinterlands.  But you make a good point.

But maybe the village is way out on the border and doesn't particularly care which nation wants to claim it; they're just there enjoying the trade.

As an Australian, the concept of settling in an "unoccupied land" is somewhat political.

You realise you are talking to Americans mostly....I think they already have their own history with this.....

Makes me glad us Tuvaluans are not territorial..... All those Naaru Islands have some sweet guano we are eyeing up...

Well, the concept of Manifest Destiny was pretty arrogant, but I don't think it beats arriving at a continent full of people and literally declaring it uninhabited.

Not sure that a "we crapped on our native population more than you" contest has any real winners though.

144
17 days until previews... shall we start taking bets which artists will have their art featured in the first few cards?

Banksy?

145
Dominion General Discussion / Re: Interview with Donald X.
« on: March 13, 2015, 12:26:42 am »
I certainly didn't mean to suggest that I was offended.
I was just pointing out that the traditional Eurocentric definition of "unoccupied" has not historically aligned with the literal definition of the word.
Just some food for thought.

146
Dominion General Discussion / Re: Interview with Donald X.
« on: March 12, 2015, 10:34:15 pm »
Border Village is too far away for anybody to go after. 

Maybe my knowledge of the history of warfare is a little hazy, but I'm not sure that villages on a nation's border are less likely to be attacked.

Hmm.  I always pictured Border Village being way out on the border of unoccupied land rather than the border of another nation, probably because it's in the hinterlands.  But you make a good point.

But maybe the village is way out on the border and doesn't particularly care which nation wants to claim it; they're just there enjoying the trade.

As an Australian, the concept of settling in an "unoccupied land" is somewhat political.

147
Dominion General Discussion / Re: Interview with Donald X.
« on: March 12, 2015, 09:54:24 pm »
Border Village is too far away for anybody to go after. 

Maybe my knowledge of the history of warfare is a little hazy, but I'm not sure that villages on a nation's border are less likely to be attacked.

148
Dominion General Discussion / Re: Interview with Donald X.
« on: March 12, 2015, 09:52:23 pm »
The village was already being pillaged, give the poor peasants a break!

That seems like a missed opportunity though. It could have been three cards with a clear beginning-middle-end story arc.

Perhaps the real reason is that Donald wanted to take a sly jab at Carcasonne.

149
Variants and Fan Cards / Re: Really bad card ideas
« on: March 11, 2015, 10:05:07 pm »
New action subtype "Rat", which gives +1 Card when trashed.  Several cards require errata though, including Rats itself.

This would make some original cards so much simpler!

Cultist
Action/Attack/Looter/Rat
+2 Cards. Each other player gains a Ruins. You may play a Cultist from your hand. | When you trash this, +2 Cards.

Overgrown Estate
Victory/Shelter/Rat
0 VP

There's something particularly evil about making Overgrown Estate no longer trashable by Rats.

150
General Discussion / Re: The Best Games ever
« on: March 10, 2015, 06:13:54 pm »
Sim Sim City

I know I'm doing the whole taking-it-out-of-context thing, but 'Sim Sim City' sounds like a game in which you simulate the life of some dude who just wants to sit down and play some Sim City.

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