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Dominion General Discussion / Re: How thematic are card names?
« on: November 30, 2018, 01:48:12 am »
Hunting Party can find Gold in Tunnels!
Cellars lead to Gold in Tunnels as well!
Cellars lead to Gold in Tunnels as well!
Mine got a lot better with Platinum and kingdom treasures, and now it's a pretty terrific combo with Capitalism.Mine always felt like it belonged more in Prosperity than base game.
A joke was made about not sleeving your cards, so I think we're waay past that point :pscout
Please, don't go there...
Agreed. I was also hinting that the Spices could've gotten away with being $6 as well.The cards you can only sometimes buy have to be better than the ones you always can.How good is Gold if you don't have to buy it?It almost sounds like Gold should've been $5, and Spices $6!
A shame we won't get a Dominion: Alchemy 2nd Edition. If nothing else, I'd like to see Donald and the crew's retake on that, Potions, costs, etc.The beauty of having a ban list - or playing irl where everyone has it - is that there can be cool fun cards like Peasant and King's Court and people who hate them don't have to play with them.
It also means you can take a break from those cards, then realize you miss them, and enjoy them again.
I haven't missed Possession yet.
How good is Gold if you don't have to buy it?It almost sounds like Gold should've been $5, and Spices $6!
Having a card named Piazza seems unlikely to me when we have Plaza. Also, Artefact is missspelled.I'm already anticipating we'll get a card called "pizza"!
That's one way to get a whiff of their blackcore goodness!Sounds cool. Will I get to rip up cards though?Have patience... Dominion: Legacy will be the multi-stage projects that contain multi-stage projects, of multi-stage projects!Sure, but what I want is a deck-building game so complex that even my multi-stage projects have multi-stage projects.The one minor disappointment I have, and several people have mentioned this, is that Projects aren't multi-stage.Really? Base Dominion already has pretty complex multi-stage projects that change with every board; they're called a deck
Have patience... Dominion: Legacy will be the multi-stage projects that contain multi-stage projects, of multi-stage projects!Sure, but what I want is a deck-building game so complex that even my multi-stage projects have multi-stage projects.The one minor disappointment I have, and several people have mentioned this, is that Projects aren't multi-stage.Really? Base Dominion already has pretty complex multi-stage projects that change with every board; they're called a deck
Sounds like a promo set opportunity to me...Maybe we should start to interpret 'clean-up' more literally.No comment yet about how Fair is a Travelling Fair that doesn't travel? Such great flavor choices. Makes me hope that there is a project called "Minstrel" that just gives you +1 action.I don't know how international it is, but in the UK, "Minstrels" are a brand of chocolates that resemble black Go stones.
So if we do get Minstrel as a project giving you +1 action, then I would be tempted to put a bag of Minstrels on it. Each turn you may take a Minstrel from the bag and use it as a Villager, for the duration of that turn only. During clean-up you eat the Minstrel if you haven't used it.
>eating chocolate while playing card games
I go further.... I bring up all the fine points mentioned in the rulebook for each card's "FAQ". For example, point out that with Embargo, if you gain a card (like with Workshop, which also happens to be in the supply ), this gains you the card, but it's NOT buying it, so you can get around having to gain a Curse from any Embargo tokens on it. I'd rather not have an advantage from that knowledge if we'd like a more even gameIn Dominion, the complexity is there on the table in front of you. There are no complexity surprises lurking later in someone else's deck, and the kingdom can be fine-tuned to the tastes and skill levels of the other players if you like.
That's the key. This is what I can't handle with Magic. I don't even theoretically know what's possible at the start of the game. It's also one of the reasons I love Dominion so much. You can look at the board, read the cards, and you're theoretically on the same level of understanding as anyone else. Yes, you won't notice some of the interactions straight away, but you theoretically could. There's nothing your opponent knows that you couldn't find out by thinking it through.
Also, even though the spelling is different, I will never read "Ducat" without picturing this:And every time I look at the card, I feel like it should have a color more of an Obsidian Order.
We'll be saying the same thing when Spice Road makes an appearanceI always have trouble keeping Spice Merchant and Silk Road straight in terms of the names. Silk Merchant will help a lot.
Silk Merchant is the second card from this expansion where I've read the name and thought "I swear that's already a card..."
I'm already considering buying Copper to trigger Sewers with Ducat!I guess Sewers will make a huge difference to boards which only have weak trashing.It will be interesting to see if someone would gain curses, estates or ruins voluntarilly just to keep Jack-of-all-Trades (as the only trasher) churning through the coppers.
If I have StarAs a StarCraftChart and play Patrol with 6 cards left in my deck, then according the the changed reshuffle rule I will have to shuffle before drawing any and can put a card on top and draw it with Patrol, correct? So we now have a case where the revised shuffle rule really does make a difference?
And unlike the Traveling Fair, this Fair is quite the Project, but stays put and is here to stay.So, Fair, you pay your $4, you put a cube on Fair, every turn from now on you have +1 Buy. Get it?
Sounds fair.
Thanks for all the suggestions and good ideas. This is what we ended up doing -- everyone seemed to have a great time and find somewhere they had fun playing.Every group is indeed different. One group, the new guy won his first game, and fair share of games afterwards because he's a seasoned Magic The Gathering player and managed to recognize card combos and synergies from the get-go. Another group got bored with base game, but their interest piqued when they introduced expansion cards early on.
Table 1 was just the base set. This one probably got played the most all night. Possibly because the games were quicker, but I also think because some of the guests were more inexperienced than I had realized they would be. After the initial setup, they would just swap out 0-2 cards between games.
For table 2 I set up the Area Control predefined sets for Empires/Adventures (Capital, Catapult/Rocks, Charm, Crown, Farmers' Market, Coin of the Realm, Page, Relic, Treasure Trove, Wine Merchant, Banquet, and Keep). This table was such a draw because most of the experienced players we had over had never played with the newer sets so they all wanted to try it. They were longer games, but everyone who played it loved trying out the new stuff (i.e., Traveller, Split Stack, Event, Land Mark, Tavern Mat). We never modified this table at all.
Table 3 was set up so the people who were familiar with the older sets could have more variety, i just had 5 cards each from Intrigue, Seaside, and Prosperity, and then rotated through the three different combinations (i.e., 5 Intrigue + 5 Seaside; then 5 Intrigue + 5 Prosperity; then 5 Seaside + 5 Prosperity). This also worked just fine.
Before we started, I had planned on doing entirely different set ups on tables 1 and 2 between games, but I realized that really wasn't necessary. I think if we do this again (and from feedback given, I'm sure we will). I'll just set up 3 tables and then not even mess with them. For those who wanted more variety, I found they just needed to move to a different table.
Ultimate lesson learned — Dominion really does have something for everyone. Well, everyone who likes playing deck-building games, anyway.
Bonus lesson learned — I had avoided Alchemy (for reasons that can probably be guessed), but quite a few people asked about it specifically — so it's not as unpopular as some might think.
This can come up with things like Swindler too, particularly with less experienced players.In tournament games, I generally don't offer strategy advice, nor even something like that. In non-tourney games, I don't like to do this. I could obliterate newbies with my knowledge, but I'd rather not. As another example, I will tell players stuff like:
In a 3-player gameone opponent (who was newish) hit another opponent's 5-cost on T3 and considered what to do. I told him the "standard" play would be to give player C a Duchy but he can do as he likes. He immediately chose Duchy, as it was the obvious choice.
Player C was pretty ticked off at me for telling him what to pick but, eh, I consider that more of a rules clarification than strategy advice. If the player to your right doesn't know he's allowed to turn your copper into a curse, arguably, you're cheating by not telling him.
So seating order CAN matter in those cases but shouldn't.
Where 3p games with high skill disparity really get weird is Smugglers.