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Messages - Octo

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201
Dominion General Discussion / Re: Keeping Score
« on: November 01, 2011, 12:02:59 pm »
Well, of course you can explain why you have your score pad and if you're both okay with that then it's all fine, but the point is what happens if the other guy thinks that the pad is poor form and doesn't want you to use it? Are they within their "game-rights" to refuse you that privilege?

Donald X. is clear on this: the use of a score pad is a variant, and you must decide whether to play a variant, or to play standard rules.

A more demonstrative example could be this: there's nowhere in the rules that says you can't run every purchase through a simulator before you make it to find the optimal purchase. Now, sure, you could both agree that it's fine to do that and so go for it, but then the game has become something slightly different from standard dominion and is most certainly a variant.

202
Rules Questions / Re: Embassy in Hinterlands is an exception?
« on: October 20, 2011, 05:54:06 pm »
Indeed, it's right there in the rules.
Quote
When two things happen to different players at the same time, they happen in turn order, starting with the player whose turn it is.
However, this does slightly contradict the rules in Embassy, which is a little bit of a shame.
Quote
If there are not enough Silvers left to go round deal them out in turn order starting with the player to the left of the player who gained Embassy
But still, I mean, who really gives a shit? I'm sure we'll manage just fine.

203
Variants and Fan Cards / Re: Conquest - The 3s
« on: September 28, 2011, 04:48:18 pm »
Hmm, very interesting cards being discussed. A couple points from me:

First is purely aesthetic - the names of some of the cards discussed in this thread kind of break with the dominion tradition. You're building up your dominion, and so you buy things and build things. The only cards that are not possessions of a sort are cards like remodel and upgrade, but you can still imagine paying for them and verbs-as-names pretty much exclusively only apply when trashing cards for better ones. The theme of dominion is already pretty damn thin though, and so maybe this isn't a concern for you guys, and fair enough, but ask yourself this: I can imagine paying for pretty much everything in dominion so far, but how do you going about paying for 'rage' or a 'deflection'?

Footsolider  - a minor point on this (aesthetic again) is that it doesn't really fit into the naming scheme either - VPs are normally lands or real-estate of some sort or another obviously, either that or people that own lands (nobles or dukes). It's not a bit thing obviously, just thought I'd note it. The card itself however, I'm even less convinced about. It's a silver worth 1VP that requires an action to be anything other than an estate. Those 1VPs can flip an evenly matched game for sure, but there's already estates for that (you won't be banking on the +$2 towards the end of the game I suspect) and Great Hall are only good because of their cycling (and I guess their dual-card nature too). It just don't think the 1VP is nearly enough to make it matter to you, to clog up your deck with a really weak action. Then again, in Thief games and such, or for Gardens decks perhaps, it could perform better. Dunno, I can just see this card getting passed over very very frequently.

Fiefdom - I like. You could make it worth +1 for every TWO VPs in play (rounded either way could work) if you're worried about power issues. Would this make it too cack? Hmm, perhaps. The risk of them being absolutely crazy power houses with other dual-actions is just too great as mentioned by other, given the spammable nature of the 3 main ones (particularly Great Hall). Another alternative is to limit it's max value, though that of course would feel clunky. Or you could just have the ability as "if there is another VP in play, this is worth 2".

Mercenary - some people wondering whether it's too powerful or not here. Hard to say with any authority without playtesting of course, but when I read it I wonder about discarding a treasure yourself as a justification for keeping the cost at $3 an adding a bit more oomf to it (either the +$2 or perhaps discarding two treasure from the opponent). The danger with that though it one of just slowing the game for everyone. I think it's probably fine as it is.

Experience - the main action seems pretty random and tacked on. What was your motivation for it? Is the gain mandatory upon playing the treasury? I assume so, and then....well, that complicates things. You end up buying shit loads of coppers by the end if it was essential and that's a kick in the balls. Is it essential that it have a main treasure-action? Also the reaction is pretty flippin' good. The power of it is not what's irking me though, it's the nature of the reaction make people think twice about playing an attack - most reactions are designed to counter a few attacks, not actively  benefit from being attack. That's not inherently bad I guess, but certainly seems a shift in the 'dastardliness' of dominion. Also, have you considered how quickly the attack pile would run out? The card would then be useless. Other than that of being a silver. Which it costs the same as, and does shit loads more than. So that's another issue. My last red flag would perhaps be that it encourages the game to descend into multi-attack-chaos which can slow a game waaay down, and make it a bit un-fun. Not unbalanced or anything necessarily in that situation, just un-fun.

Reaction-discards - at first I thought these were a bit off, I thought it was a bit clunky and bolted-on, but I like the way you've stuck with it as a theme. And thinking about it now, my comments about the behaviour of reactions in when commenting on experience may be slightly off the mark - these are much more general reactions on the whole, and are not designed as the "defence" cards that most people assume the blues are after playing with the moat. However, there is a risk in general with them, in that they rely on the other player to be fully effective - if they just avoid the trigger (where possible) then you're effectively got dead cards. They're an interesting mechanic, and it would be interesting to see how it affected the meta-game, though it's not guaranteed to be for the better. It could easily be that the cost of your opponent benefiting is often just too much, or rather too much to give away if it's very easy to avoid. If it's not easy to avoid, then surely you're both going to hammer that reaction-discard choice as you're very likely to benefit. Take experience - would its presence merely guarantee that attacks were just outright avoided? Would be interesting to see.

Keep 'em coming. :)

Edit - oop, you just did.

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