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Topics - GendoIkari

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126
Dominion Strategy Wiki Feedback / VP symbol location
« on: November 25, 2015, 11:55:45 am »
Looks like as a result of recent image redoing, my Chrome extension's link to the VP icon is broken now. Can someone provide me the new link to the image file? Thanks!

Currently it ponts to http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png

127
Other Games / Games from this year's bgg.con
« on: November 24, 2015, 01:52:50 pm »
Full list of stuff I played; "New" meaning I hadn't played it before:

  • (New) Nyet! - A really fun trick-taking card game. Will definitely be getting it; though there's 2 different editions which actually aren't the exact same game, so I need to figure out which is better.
  • Temporum - I taught this 3 times, to continue my mission of getting this to be more popular. Went over pretty well; one group in particular thought it was really great.
  • (New) Between Cities - A drafting game with a really neat concept where you are working with your left and right-hand opponents; though ultimately playing for yourself. Not very deep, but a great game.
  • (New) The Curse of the Black Die - I got to play this one with Tom Vasel! It's not a great game though.
  • Mysterium - Talked about this one last year, though it's available in English now.
  • (New) Aqua Sphere - A Stefan Feld game. If you like Feld like I do, you'll like it. But not my favorite Feld.
  • Russian Railroads - Still one of my favorite worker placement style games.
  • Betrayal at House on the Hill - One of the only non-serious games that I like.
  • (New) Dimension - This was one of the new and most popular games there. Like Ricochet Robots, it's not as much of a board game as it is a race to solve a logic puzzle. But it's great.
  • (New) Bruges - The other new Feld that I learned. This one is among my favorites; can't wait to play it again.
  • Castles of Burgundy - Taught this to some people; always great.
  • Dominion - Played 1.5 games of this, one all Adventures the other mostly Adventures. The second game didn't have time to finish, but I feel like I can claim victory on account of both my opponents opening Port vs my Spice Merchant, and by the time we quit I had no Coppers, a Hireling in play, and plenty of Gold. And a Rogue since it was the only $5.
  • (New) Codenames - Another of the most popular ones there. Thanks to the forum games section, I knew this one already.
  • Stone Age - A classic.
  • (New) Camel Up - This was really popular last year. A very light game, but plenty of fun.
  • Tichu - I want to play this more; a unique twist on trick-taking games.
  • Innovation - Hadn't played this one in a couple of years. Good stuff.
  • (New) Dr. Eureka - Very similar to Dimension, but with a small dexterity component too.
  • (New) 504 - The other really popular/new one. The idea is that there's 504 different variations on how you can play the game, I think by having 9 different setups, each with 8 different sets of rules, each with 7 different somethings. Not quite sure on the specifics. I played 1 of the versions, which I thought was a great game. But maybe not good enough that I feel the need to try out the other 503 options. I'm assuming some variations aren't as good as others.
  • (New) Pandemic: The Cure - I like this better than regular Pandemic!
  • (New) Fuse - A neat co-op game where you have exactly 10 minutes to defuse a bunch of bombs with dice-rolling. You can just use any 10 minute timer to play, but there's an app that makes the experience more fun. Definitely one I want to get. Comes out next month.

In addition to those, I taught but didn't play Galaxy Trucker and Roll for the Galaxy.

The biggest winners for me were Bruges and Pandemic: The Cure. There is an interesting trend I've noticed over the last couple years... non-Euro-style games, focusing on stuff other than deep strategy, are starting to become more and more popular. I mean really going back to 2010 when Dixit won the Spiel des Jahres. I think Dixit is a great game, but it's far from a euro-strategy game. Then Hanabi and Camel Up also... Hanabi is of course deep strategy, but nothing like most classic Euros. And the most popular games at the con this year were almost all non-serious games. The #1 most popular game? Evil Genius: Deathray; followed by Codenames.

128
Sorry, this is coming late; bgg.con and all that. Anyway.

The previous vote was very close between the top 2. 14/57 wanted a Reaction, and 16/57 wanted a Reserve. We'll now have a runoff vote between the 2 to get the ultimate winner.

I'll leave this open for 5 days, until Saturday morning (EST).

LET THE FIGHT BEGIN!

129
Variants and Fan Cards / Please delete this theory?
« on: November 23, 2015, 10:43:09 am »
Made a mistake making the poll, so tried to delete it. Deleted the poll, but I can't delete the thread. Will make a new thread.

130
Ok, so we've decided we'll be making an Action card. But do we want just a pure action? Or other stuff as well?

I included Looter since Looter that's not an attack is a thing. But if you want a Looter-Attack, you want to choose the last option, "more than 1 secondary type". If that last option wins, then the next poll will be between the various multi-type combinations.

Like Wizards did, if the votes end up pretty close so that no choice has a very big percentage of the votes, then I'll have a run-off vote of the top 2 options.

Leaving this one up for a whole week because I'll be out of town at bgg.con next week. I've allowed people to change their votes too, because why not.

Also, if you really hope for a certain thing, feel free to "campaign" for it in the replies and try to convince others why your choice is best!

131
I recently found out about Wizard's "You make the card" events. Basically, they had the entire community create a card by voting on what it will contain, piece by piece. First choosing the color, then the type, etc. So let's do that to create a new Dominion card!

I'll run the event. Each week we'll have a poll up to choose a different aspect of the card. I haven't fully decided on all the categories up-front, but I think that's fine. Actually even necessary; the results of some will lead to different decisions needed for the rest.

I'll do each one as a poll that will be open for 1 week. Seems like a long time, but that is to help get the most amount of responses possible. Results won't be visible until the poll closes.

First poll will close on Wednesday, November 18. The starting point seems obvious: What type of card should this be? We're talking about the "main type" only; we'll separately choose Attack/Reaction/Looter/etc.

Oh, if you want "Action-Victory", choose action; Victory will get chosen along with Attack/Reaction. Same with "Treasure-victory". "Action-Treasure" is simply not allowed.

132
Rules Questions / Order of cleanup?
« on: November 09, 2015, 01:21:25 pm »
This is confusing. The base rulebook, page 8 says:

Quote
The player places any cards that are in his play area (Action
cards that have been played in the Action phase as well as Treasure
cards that have been played in the Buy phase) and any cards
remaining in his hand onto his Discard pile.

Right next to it, in the margin, it says:

Quote
The player places all cards in his
play area onto his Discard pile.
This will include all Action cards
and Treasure cards he played
during this turn. He also places
all cards left in his hand onto
his Discard pile.

Question, do you have to discard your in-play cards BEFORE you discard your hand? I've always been under the impression that you discard all cards in any order, and this would allow you to keep an in-play card on top of your discard pile so that your opponent doesn't get to see any of the cards from your hand. The first quote sounds like you can do either order, the second quote could be interpreted that you have to do in-play cards first.

133
Variants and Fan Cards / Keywords
« on: October 14, 2015, 03:52:13 pm »
So I think it would be cool if Dominion had more keywords. Kind of like Magic. Sure it would be a little extra effort for a new player to pick up, but even so. Some possible options.

Topdeck - Topdeck {x} means put {x} on top of your deck. Default from hand unless otherwise specified.
Example - Courtyard
+3 cards
Topdeck 1 card


Dig - Dig for {x} means reveal cards from your deck until you reveal {x}. Put {x} in your hand and discard the other revealed cards.
Example - Adventurer
Dig for 2 treasure cards


Scry - Scry {x} means look at the top {x} cards of your deck. Discard any number of them. Put the rest back on top in any order.
Example - Cartographer
+1 card
+1 action
Scry 4


Reload - Reload means to put your deck into your discard pile. Works for 3 real cards currently; no idea if more cards, including fan cards, would use the mechanic. Could have a better word too; that's just what I can think of at the moment.
Example - Chancellor
+
You may Reload


Dictate - Dictate {x} means you may choose an action card from your hand. Play it {x} times. Works for 4 real cards.
Example - King's Court
Dictate 3


Refill - Refill {x} means draw up to {x} cards in hand.
Example - Watchtower
Refill 6
_________________
{Reaction stuff}


{Not sure} - {Not sure} means each other player gains a curse. I don't know what to call this one. Also, I don't quite know if it will work, because most of the examples of "gain a curse" that currently exist are in a context other than flat-out "each other player gains a curse". In fact, is Witch the only card that simply states that without other condition or option or something that does something with the gained curse?


What others can you think of?

134
Rules Questions / Can you choose a non-supply card with Smugglers?
« on: October 13, 2015, 11:50:26 am »
If your opponent gained a Curse and a Spoils last turn, and you play Smugglers, can you choose the Spoils, and then fail to gain it because it's not a supply card? I know it was stated previously that Workshop and Smugglers are different in that Smugglers would allow you to choose an empty pile and then fail to gain it. Does non-supply card work the same as empty pile here?

135
General Discussion / Dominion dream
« on: October 05, 2015, 09:06:42 am »
I dreamed last night that Donald and I were playing his new set that had just come out. And it was a pretty bad set. I don't remember the set name or any card names, but the mechanics borrowed several things from MTG, which were just not good for Dominion,  A few things I remember:

- The worst part, it had a pay-to-win type thing. I have no idea how this was supposed to work with an IRL game, but basically the expansion itself only came with part of the expansion; during the game you could buy the rest of the expansion to have access to more stuff. Yeah, you would actually buy the rest of the expansion as part of the game-play mechanics.

- It had several cards that only one player could get. At the beginning, you were assigned a random "faction" card; which would allow you to take certain other cards as they came out.

- Yes, other cards "came out"... I guess like Ascension style? I don't remember exactly, but there was definitely an element where the set of cards you could purchase or use each turn kept changing.

- There were a lot of combo-specific cards. You would buy one card which did nothing unless you collected a bunch of tokens on it, and you needed different cards to get those tokens.

- There were these "goal" cards that rotated each game. I guess maybe like my alternate win condition cards idea, except these completely replaced VP. I don't remember if the VP cards were still in the game or not, but I remember that the way to win was to complete certain goals. Mostly involving getting enough of those tokens.

- The interactions and rules were complex. At one point I asked how a certain thing would work, and Donald didn't know. He looked through the rulebook to try and find what it said and make a ruling off of it.

136
General Discussion / The age thread
« on: September 24, 2015, 10:16:23 am »
Liopoil's thread got me wondering about how old people are. So fess up! I'm 33 (yes, old enough that I had to think about that for a few seconds to decide if I was 34 or not). I'm guessing that make me older than the average person here, though not the oldest.

137
Other Games / Castles of Burgundy
« on: September 23, 2015, 10:25:42 am »
Finally learned this last week, after a while of having wanted to. For those who don't know, it's a Feld game. For those who don't know what a Feld game is; play Trajan, Macao, Bora Bora, or Castles of Burgundy. All designed by Stefan Feld, all great, all with a similar feel. Anyway, Castles is the simplest of his games that I've learned... you can teach/learn it in about 5-10 minutes, as opposed to much longer for the others. But the strategy is just as deep.

I've now played twice, and had a lot of fun both times. Both 4 player games; the second time I managed to win on a tie breaker. Which is amazing that you would have a tie in a game where we scored 232 points! Oh yeah, and the English rules for the tie breaker are mistranslated and the opposite of what they should be; luckily I'd been browsing the BGG forums on it recently, otherwise we would have just looked at the instructions and seen that I'd lost, not won.

Anyway, it's a combination of set collection with a little worker placement mechanics. I'm terrible at writing actual reviews, but check it out, it's great.

138
Variants and Fan Cards / Alternate win conditions
« on: September 17, 2015, 10:13:18 am »
I have a feeling that I may have made this exact thread before, a long time ago. I hope not. Anyway, to continue my general habit of not posting an actual fan card, but a generic idea that could be used in a fan card....

Some of my favorite cards in MTG are alternate win condition cards. Cards that specifically state "At the beginning of your upkeep, if you _____, then you win the game." Suddenly there's a completely new goal to the game... no longer do you need to think about damaging your opponent; you just need to think about staying alive long enough to pull together whatever conditions you need. I think it would be cool if a card in Dominion did this.

Of course I realize that in some ways, alt-VP cards fulfill this niche. Heck, they even have "alternate" right there in the (unofficial) name! But still they are ultimately about having the most total VP when either Provinces, Colonies, or any 3 piles are emptied. So the game still ends in the same way. But surely there could be a fun and balanced card that creates a completely different game-end / win condition?

Just to give a very general (and bad) idea of what I mean...

Lottery - Action -
Reveal your hand. If you reveal a Gold, a Silver, a Copper, a Province, a Duchy, an Estate, and a Curse, you win the game.

Of course the problem with that example is that on almost any board that allows you to draw your deck, it becomes really easy. And on many other boards, it becomes literally impossible. The key to making such a card would be finding the balance where the condition is about as hard to reach as it is to end the game while ahead on points anyway. This way it's an interesting decision whether to go for the card or not.

Also, this may work better as an event, because there's no reason to ever buy more than 1 of those. Though the card could instead require you to reveal multiple copies of that card from your hand.

Oh yeah, and since "you win the game" isn't defined Dominion terminology (even though it's quite unambiguous), you could always get around that by having it say "you gain 1,000,000 and the remaining Provinces."

139
Dominion General Discussion / Champion
« on: September 15, 2015, 02:19:38 pm »
I just realized something interesting with Champion. Something completely obvious that I'm sure everyone has noticed, but perhaps not something that's been thought about in these explicit terms.

While it strengthens terminals by adding +1 action; it simultaneously weakens Villages by making the extra action pointless (Diadem excluded). So while Smithy becomes the super-powerful +3 cards +1 action, Village becomes just +1 card +1 action; a mostly useless cantrip. Bazaar just becomes Peddler. Nobles becomes only as good as Smithy (plus the VP). It just seems interesting to me that while it adds +1 action to everything you play, it effectively removes +1 action from cards that give +2 actions.

140
Other Games / Roll for the Galaxy
« on: September 06, 2015, 04:36:01 pm »
Learned this last night. If you like Race, you should really like this. It's very similar, but I'm pretty sure I like it more. Great game.

141
Other Games / Games without a defined priority/turn order
« on: September 02, 2015, 05:23:39 pm »
These games annoy me. I don't mean real-time or dexterity games like Space Cadets Dice Duel. In those games, it's just everyone playing simultaneously, which is just the type of game it is. I mean games where it's normally a turn-ordered type thing, but there's no actual rule about when a person can do something out of turn.

A lot of beginners seem to think that Magic: The Gathering works this way. They figure that when you cast a creature, your opponent has a second or two to play a counterspell, or that if you move on to your next action fast enough, your opponent has lost the chance to counter. But when you actually learn the real, full rules, you see that there is never a time when it's not clearly defined which ONE player can act at any given moment (exception: any player may resign the game at any time).

Anyway, I recently played Coup, which is a good game in some ways. But it has this issue... when one player declares that they are playing an action, there's no defined rule about who has the chance to challenge the action. All other players can just speak up at any time, and the player whose turn it is just waits a few seconds to see if anyone will challenge. The problem is, it's always disadvantageous to challenge (compared to a different player challenging instead). So all players sit there waiting and hoping that another player will challenge, without any rule about when you have now waited too long. And then if 2 players do both decide to challenge, it's just whoever speaks up first, which might be practically simultaneously. Same with blocking an action.

If I remember right, Munchkin works this way also. When there's a battle, any player can just go and play a card at any time, no rule about whose turn it is. And again you'd rather your opponent play a card before you do.

Anyway, does this type of mechanic annoy anyone else?

(Note that it's different if a game sometimes is this way in practice, like how in Dominion multiple opponents might reveal a Moat at the same time. Or in MTG how players will assume that there was no counterspell after a couple seconds, without specifically stating that they're now passing priority. Or Macao, when people choose which AC they want at the same time. In all these situations, the rules still define an actual order, even if it almost never matters).

142
Variants and Fan Cards / Attack that's played out of turn
« on: September 02, 2015, 03:07:18 pm »
Now that Caravan Guard exists, we can make cards that you can play on other people's turns. What if such a card were an attack? This would lead to a few interesting things.... say you play an attack, your opponent reacts with a Caravan Guard-like reaction attack, so he plays the attack. Now you can:

  • Reveal Secret Chamber to draw 2 and put 2 back on top. Possibly quite useful in the middle of your turn.
  • Reveal Horse Traders to set it aside. Doesn't really do anything special, but note that it will stay set aside until your next turn.
  • React with Caravan Guard! This will turn your Caravan Guard into a Village+... because you played it as a reaction, you net an extra action; then it stays in play to give you a coin next turn.
  • Since treasure-attack exists, this means that you would be able to play an action card like Caravan Guard (or the reaction-attack) during your buy phase. I believe that currently it's impossible to play an action during the buy phase...

No idea what such a reaction-attack would look like, but the possible side effects are interesting.

143
General Discussion / Rinkworks
« on: August 21, 2015, 06:00:26 pm »
I was randomly reading through some of the old fan cards posts and suddenly noticed that Rinkworks hasn't been around in almost 2 years. Anyone know what's up with that? He was a pretty prominent poster, plus a mod of the variants board.

144
Goko Dominion Online / Notes about the newest version
« on: August 13, 2015, 12:13:04 pm »
So I'm not a member of the right place to actually give feedback, and I don't particularly care to deal with that, so I thought I'd just make a post here about a couple things I've noticed. Either the MF people will see it, or I'll find out if it's stuff other people have already reported or talked about.

1. You still have to make meaningless choices like which Copper to trash when you play Moneylender.

2. The Campaign acts need to be labeled on the map. There's 4 available levels you can play right away, Tutorial and Base 1 through 3. But in order to find out which is Act 1, you have to click all the way into starting a level. I had to guess and check to find the first level. And the Tutorial isn't labeled Tutorial on the map.

3. Minor detail, but when someone reveals a Moat in response to an attack, it says they "played a Moat reaction." This could be confusing to newer players, because it makes it sound like the Moat was played. It should say that they "revealed a Moat", or "reacted with a Moat".

4. You can only change resolution / screen size from the main menu. I just started a Campaign level and then had to quit right away because I needed to make my screen larger... the size I'd chosen looked like it would be fine based on the menus, but was too small for the game. Also, it's just terrible that you have to choose your resolution like that. You should be able to resize your window the same way you can resize every other window in the Windows operating system.


145
Puzzles and Challenges / Best Fairgrounds
« on: June 29, 2015, 03:37:18 pm »
This has been done I'm sure, but I don't think it's been done since Adventures.

So what is the most points your Fairgrounds can be worth?

1) Without Black Market in the kingdom.
2) With Black Market in the kingdom.

My answer for #1:


Kingdom is:
Young Witch, Tournament, Knights, Page, Peasant, Hermit, Urchin, Fairgrounds, a looter Marauder (Thanks AdamH), a Potion-cost card, and a Prosperity card

7 cards available in every game.
+10 kingdom cards.
+1 for Bane
+5 for Prizes
+9 for having all Knights
+4 for Page upgrades
+4 for Peasant upgrades
+1 for Madman
+1 for Mercenary
+5 for Ruins
+1 for Spoils
+1 for Potion
+2 for Platinum & Colony
+3 for Shelters

Total: 54 = 20 point Fairgrounds



For #2, I haven't done all the work, but:


The Kingdom could be the same except replacing a card with Black Market (plenty to choose from, just not Page, Peasant, Hermit, or Madman). So then it should just be a question of how many official cards exist, which plenty of people probably know off the top of their head.

146
Dominion General Discussion / Dominion blessings
« on: June 28, 2015, 08:42:24 am »
"May your terminals never collide."
"May your Tunnels be ever discarded."
"May your Moneylenders always find a Copper."

147
Feedback / Chrome Extension for f.ds!
« on: June 03, 2015, 01:10:39 pm »
Current version: 1.35

Not sure if this is the right place to put this, but here it is. Based on a suggestion by Kirian, I created a Chrome extension. This extension does 3 things:

1. Adds a "Card" button next to the other markup buttons when writing a post. This inserts the [card ] markup.

2. When you post a reply, the [card] markup will be automatically replaced with the [url ] markup, linking to the appropriate wiki page.

3. When you are viewing a post, URLs that link to a wiki card page will include an image popup when you hover over the link.

4. Adds buttons to insert various Dominion icons to your post. Courtesy of Gherald.

5. Adds an "Autolink cards" checkbox, which will change all card in a post to hover links.

You can install the extension here: https://chrome.google.com/webstore/detail/fds-extension/meaipheckolpooacmilbpnilakniolgi.

Version 1.1 update: Item #3 is done now!
Version 1.2 update: Added item #4.
Version 1.3 update: Added 0, *, and + cost symbols.
Version 1.4 update: Made rollover images smaller. Fixed position of rollover images (all images were at the left of the post even if the card link wasn't).
Version 1.5 update: Added 3*, 4*, 5*, and 6* icons. Fixed other icon sizes so that they are all the same.
Version 1.6 update: Fixed rollover image sizes for events.
Version 1.7 update: Added 2 new features/buttons! The "Card Image" button will insert the "cardImage" tag around your card. When you post this tag, your post will contain an image of the actual card from the wiki. Useful for asking a question about a card or writing an article about one. The other is a "Kingdom" button, which adds the "kingdom" tag. This will generate card images given a comma-delimited list of card and event names. Perfect for discussing a game.
Version 1.8 update: Just smaller card images.
Version 1.9 update: Fixed VP image link.
Version 1.10 update: Added image icons for debt costs. Added icon for . Added Landmarks and new events to the list of things that will be displayed landscape instead of portrait in the rollover.
Version 1.11 update: Added all new Landmarks and Events to the list of landscape rollover images. Added icons for and costs. Updated the behavior of the icon buttons! Now when you click a button, it will insert markup representing the cost. When you post, the markup will be replaced with the image links. Makes writing a post much cleaner. Also, you can insert costs without clicking the button, just by typing the correct markup. All markup includes "$", even VP and Potion, just to keep from any potential conflicts with existing markup.
Version 1.12 update: Added "Autolink" feature.
Version 1.13 update: Fixed "Autolink" feature - works on all cards now, and doesn't break when used on pages with existing links.
Version 1.14 update: Added new second edition cards and promo card. Made everything case insensitive so that you can link cards with the wrong capitalization.
Version 1.15 update: Added Nocturne support for auto-link. Also updated the way auto-link gets the list of cards so that in the future, adding new cards won't require a new update to the extension. Fixed bugs with rollover images for cards such as Horn of Plenty, Salt the Earth, etc. Made it so that "Inherited" auto-links to "Inheritance" just for fun.
Version 1.16 update: Fixed bug where rollovers were not working on regular linked (not auto-linked) cards.
Version 1.17 update: Behind-the-scenes updates to work with Firefox approval.
Version 1.18 update: Behind-the-scenes updates to work with Firefox approval.
Version 1.19 update: Add local storage for the "Autolink cards" setting, so that it will default to what you last selected.
Version 1.20 update: Fixed bug introduced in last version where new post features were missing.
Version 1.21 update: Fixed bug introduced in 1.17 where Autolink broke the ability to view post voters.
Version 1.22 update: Use case-sensitive matching for Autolink to reduce the number of false positives.
Version 1.23 update: Fixed a bug introduced in a recent update where cardImage and kingdom tags were not working.
Version 1.24 update: Fixed minor bug introduced in 1.23.
Version 1.25 update: Added rollover link for certain "shortcut" card names.
Version 1.26 update: Fixed bug where Boons wouldn't link if the full name was used.
Version 1.27 update: Fixed bug with Ill-Gotten Gains, and added BoM.
Version 1.28 update: Made autolink work with plurals.
Version 1.29 update: Made autolink ignore text inside spoiler tags.
Version 1.30 update: Fixes bug where autolink breaks post voting. Also now only autolinks up to 500 cards.
Version 1.31 update: Kingdom button now loads the Kingdom list from Woodcutter Logging Services if the text starts with a "#".
Version 1.32 update: Fixed bug caused by latest Chrome update.
Version 1.33 update: Updated nickname system to not rely on hard-coded names.
Version 1.34 update: Fixed autolink bug caused by permissions update. Removed Kingdom loading from Woodcutter logging.
Version 1.35 update: Added new button. Updated extension icons used in store and Chrome toolbar.

148
Rules Questions / Band of Misfits as Feast then Island
« on: June 01, 2015, 10:14:31 pm »
I play Throne Room, choosing Band of Misfits. The first time, I play BoM as Feast; so it trashes itself and reverts to being BoM. Now when I play it again, it's a BoM, so I can choose a different card (as per the new recent ruling). I choose Island. Does the card move to the Island Mat, because in the trash is where BoM expects to be, or does it stay in the trash because of Lose Track? I believe it's the latter, but one could argue for the former because BoM hasn't moved from the trash, so it's still where it was when it was played.

149
Non-Mafia Game Threads / Dominion Zendo!
« on: May 19, 2015, 03:52:36 pm »
Just had an idea. So we had a Zendo thread before; using rules that refer to words or text. So how about we have rules that categorize Dominion cards? Rules will define whether or not a Dominion card has Buddha-nature. Copied from Axxle's post:


This post is mostly copied from mafiascum: http://forum.mafiascum.net/viewtopic.php?f=10&t=23946

Those of you familiar with both Twenty Questions and Zendo already know the rules. For everyone else, let me break it down.
Each round, there is one Oracle and a flock of Petitioners.
At the beginning of the round, the Oracle invents a secret rule, completely mechanical, based on some property of Dominion cards. (Example: "Non-terminal actions have Buddha-nature). This rule will, given the name of a Dominion card (or Event), tell the Oracle to reply either "Yes" or "No". You must be able to answer the same question the same way, regardless of the context of the question.

During the round, any Petitioner (i.e. anyone other than the Oracle) may either name a Dominion card, or attempt to guess the rule. Each question asked shall be answered in order by the Oracle, according to the rule. Guesses the Oracle shall deal with in one of exactly two ways:
By conceding, and revealing the rule that had been used.
By replying with a question whose answer is different under the actual rule than according to the guess.
For example: if the rule is "cards costing $3 = yes" and someone guesses "cards whose name begins with w = yes, the Oracle might say, "Scheme."
The Oracle shall include in each post answering questions and responding to guesses a list of all prior questions, answers, guesses, and responses.
If the Oracle takes longer than 72 hours to answer a question, the Oracle shall forfeit. If no Petitioners have submitted questions or guesses for 96 hours, then any Petitioner may ask the Oracle to reveal the rule and step down.
The Petitioner who first guesses correctly shall become the next Oracle. If there is no such petitioner (such as after an Oracle is forced to forfeit) [edit: or if said petitioner does not choose a rule within a reasonable timespan], the first poster to so choose may become the next Oracle.

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Rules Questions / Band of Misfits and reserves
« on: April 29, 2015, 03:30:42 pm »
I don't think I've ever seen this asked; which is surprising, because it seems like something to confirm. If you play Band of Misfits and choose a Reserve Card, what happens? My assumption would be that you put it on your Tavern Mat, and then it will stay there forever doing nothing because it has left play and is no longer the reserve card, so it can't be called.

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