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Topics - GendoIkari

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151
Puzzles and Challenges / Ironworks and Trader
« on: April 28, 2015, 11:36:37 am »
Probably easy puzzle:

I play an Ironworks, and gain a Silver. I reveal Trader from my hand, to gain a Silver instead. My opponent accuses me of just wasting time. But I'm not. What legitimate reason could I have for doing this?

152
Variants and Fan Cards / Dominion: Events only variant
« on: April 28, 2015, 10:00:06 am »
So I'm curious how a game with no Kingdom cards, and only events, would play out. You'd use 10 events I guess. You could still buy the basic cards too I guess, since you need some way of getting money. So would this just turn into a mostly pure BM game? Or could you still do interesting things with the events to make it so that it's better to buy them than it is to buy Treasure all the time?

Of course, you could throw in more custom events, including a lot of the ones that were discussed in the "cards that could have been events" thread. So you could still have things like Cache and IGG, at least.

I'm not suggesting that this game would be in any way good compared to actual Dominion. But it still seems like a concept worth discussing a bit.

153
Dominion General Discussion / Getting cards
« on: April 27, 2015, 12:41:24 pm »
When I talk about getting cards, I'm referring to what your deck looks like at the end of the game, and the ways that those cards got to your deck in the first place.

I find it interesting that before Adventures, there were only 2 possible ways to get a card: Gain it, or be passed it via Masquerade. I'm not missing any, am I?

But Adventures adds not 1, but 2 new ways to get cards. The exchange mechanic, which puts a card in your discard pile without gaining it, and Inheritance, which gets you a card that you can't actually use, without gaining it. Though that card can't ever be in your deck during the game, it DOES count as being in your deck at the end of the game, for Gardens and Fairgrounds.

*Edit for the full list*:

Gaining
Passed via Masuqerade
Exchanging
Returning Fortress to your hand after trashing it (and also with via Lurker you can get one without having ever gained it).
The card you set aside via Inheritance
Returning trashed cards do your discard pile via Possession
Exiling a card from the supply with Coven

154
Variants and Fan Cards / Reserves that do stuff on play and on call
« on: April 25, 2015, 10:19:04 am »
So all but 1 Reserve card are used only for their on-call ability. On play, some of those give +1 action, some are cantrips, and 1 is a Copper... but none of them are things you would want to play; you play them to get them on your mat. And then there's Wine Merchant, which you only play for the on-play ability, it has no call ability in fact, just a way to discard it from the mat.

I'm just curious if it's a good idea to have a card that you both want to play, and want to call. Something that gives a medium-strength benefit on-play (more exciting than terminal silver, but not too strong), and also has medium-strength benefit when you call it. I'm assuming that the main reason nothing like this exists is that the concept of reserve cards is supposed to be "cards that wait until you need them," and this idea doesn't really fit into that. But could this be a fun and balanced idea? It would give you more incentive to call the card sooner; so that you can play it again sooner. So sometimes you'd have a tough decision to make; "should I call this now before I reshuffle, or should I wait until it can be called at a better time?"

155
Dominion General Discussion / Ferry
« on: April 20, 2015, 04:34:07 pm »
So Ferry can do some things that have never before been possible. A couple off the top of my head:

-Buy a Border Village, gaining a Grand Market (or other $6 or $7 card, but this gets around the Copper restriction).
-Use Band of Misfits as a $5 or $6 card.
-With Haggler in play, buy a card, gain another copy of that card, or one that costs $1 more than the bought card.
-Trash Catacombs, gain a $5 or $6.

Others?

156
Other Games / Castles of Mad King Ludwig
« on: April 18, 2015, 10:15:54 pm »
Finally played this, though I've had it since last year's BGG.con. It was great! Very simple in rules and mechanics; very complex in strategy and tactics. Lots of calculations to do on almost every turn.

157
Dominion: Adventures Previews / Bridge Troll change?
« on: April 18, 2015, 09:08:32 am »
Did Bridge Troll only give a buy in your next turn originally, or is my memory just acting up? I remember discussing how it seemed strange to play a Bridge and not get a buy now.

158
General Discussion / Simpsons rant
« on: April 13, 2015, 08:47:44 am »
Well apparently they are going to stop all Simpsons DVD releases.

Man, I'm pissed. I've been buying each and every seasons as it was released since 2001. I've been buying the special "molded head" collectors editions since they started doing that with season 6. I even bought the terrible release of season 20, though I've been greatly looking forward to the day that they would re-release it with all the same stuff that all other sets have had. All in all, probably well over $500 spent on it. All with the assumption that I'd have a complete collection some day.

On top of that, I've been looking forward to seeing more Simpsons as they came out. I'd seen the first 12 or so seasons before I got the DVDs, but for the last several seasons, there's been a mix of plenty of episodes I hadn't yet seen. Now I guess I'll have to find pirated stuff to actually get to watch the show. Yeah, so you can see the whole thing on that stupid FX app or whatever. I looked into that, it seems that you have to be paying for cable television or something to use it. Well screw that. I don't pay for cable television, you know why? Because I can watch the things I want by buying the DVDs!

Man this sucks.

159
Dominion: Adventures Previews / Champion and Teacher speculation
« on: April 07, 2015, 02:46:43 pm »
So we know that Champion and Teacher are the highest level of the Traveler cards. Meaning that they have a cost of $6*, and to get one, you have to buy a $2, and then go through 4 shuffles of playing each previous iteration. All this means that these cards can be very powerful, since you can never get one early. You'll have to shuffle your deck at least 4 times before getting one. And you can't speed this up with Royal Seal or Watchtower because the upgrades aren't "gained."

So anyway, what ideas to you have for what these cards might do?

160
Feedback / New previews section
« on: April 04, 2015, 12:42:21 pm »
Now that there's a "Dominion Previews" section, it's odd that "Guilds Previews" and "Dark Ages Previews" forums aren't in it.

161
So now that we know a few things, such as what reserve cards and travelers look like, what do you think will still be to come?

162
Dominion: Adventures Previews / Darn you, Theory!
« on: March 27, 2015, 02:34:51 am »
I saw that there was an Adventures Previews subforum, and got all excited that the previews were finally here! But noooo, no previews yet.

Also, you get an error if you try to go to any of the links for forum categories (like "Dominion Previews").

163
General Discussion / Another forum for general discussion
« on: March 24, 2015, 05:20:51 pm »
Hey guys, so I run another forum that's just used for general chit-chat, debates, discussion, whatever. It's actually an offshoot from one of the IMDB boards; and we decided to leave because it was overrun by trolls. We're quite small (37 members), but hope to grow. So if anyone feels like it, come by!
forum.pittersplace.com

164
Other Games / Temporum Card Rankings
« on: March 22, 2015, 12:31:53 am »
Because why not. These are my personal opinions of card strength; meaning how often it's a good idea to play one card over another. These don't take into account the score values at all; obviously which card you want to play in any given situation is going to also depend on leaving yourself with a card that you want to score. I think that for a lot of these, it's probably a complete toss-up between certain ones, so cards that are within the same few rankings are likely actually equal.

Of course I'm no expert in Temporum. This is nothing like a Dominion list that would be based upon thousands of games by people who have spent time discussing strategy and learning everything about the game. It's more like the initial reactions that people have when trying out new cards for the first time. I have played a fair amount of real-life games, and a huge amount more against the AI. But I'm sure that if Temporum really picks up, then a while from now I'll look back on this thread and think that some of my thoughts were just way off.

Here's the full list of cards and what they are: http://pittersplace.com/temporum/Cards.html.

Anyway:


#30 - Think Tank - In many setups; this simply won't produce more than $11.

#29 - Prime Real Estate - So this has a theoretical max of $16 (not $17, because the money you get for moving the last crown to Time IV is worthless). But if you're leaving yourself with just 1 crown needed, (and you aren't going to score that crown for free with some other effect), you've done something wrong. So you'll probably get at most $13 from this, and only $7 of it is right away.

#28 - Step on a Butterfly - $12 is a good amount, but the effect is just so situational.

#27 - Predict the Future - Same as Step on a Butterfly really, but the effect is probably slightly more useful.

#26 - Kill Your Grandfather - This can be compared to a few other cards which draw you 2 cards... and it's way worse than them. Only good to play when it's the last card in your hand.

#25 - Shogun's Katana - Will often only be worth $12. If you can get it up to $16 then it's awesome of course, but it's hard to rule that many Times.

#24 - Bag of Loot - The best thing for this card probably is to just play it once and then score it later. $7 isn't enough to keep playing it repeatedly. I'm very surprised that this doesn't produce $8, given the standard values that seem to be present (a card is with $4; playing a card is worth $12).

#23 - Black Market - This is probably going to be worth only $13 or $15 most games; and of course only half of that is immediate.

#22 - Treasure Map - The second card that draws 2 cards. Produces $1 more than KYG, and doesn't make you discard your hand. In most setups you'll probably find yourself wanting to visit Time IV anyway.

#21 - Gladiator's Gladius - Another card which can draw 2 cards. Or 0, or 1, or 3. But 2 is probably the most reasonable thing to shoot for. And it gives more money than the other 2; and you get the cards immediately. But still; it's not that easy to rule 2 Times.

#20 - Mayan Ritual Knife - Similar to Shogun's Katana; but I feel the effect is stronger because it can add an entire extra turn to your opponents' game.

#19 - Explorer - Of course with most of the perpetual cards, playing them early is key. But this one seems even more so; because you want to be drawing early. I almost think it's only worth it if it's in your opening hand. Otherwise, you just won't make enough money off of it.

#18 - Infected Rat - I always have trouble actually getting this to work. When comparing hand sizes, you just played a card. And tying in handsize doesn't make them discard; so you need to have 2 less cards than your opponents when playing this for it to work. Maybe it's just because I tend to hoard cards more than my opponents. And if it doesn't hit all opponents, then it's probably better to just draw a card instead.

#17 - Trinket - Really hard to judge as a card, because it's really not like a card at all. It's more like a token that says "instead of drawing this card, just take $4." So it's pretty much in the middle.

#16 - Barbarian Horde - Hard to score more than a couple with this. You could play a pure drawing strategy of course. Heck, you could theoretically win just by visiting Pax Buddha 11 times in a row. Though that's almost certainly going to be too many turns; especially with the free card you're giving your opponents.

#15 - Investments - This has the potential to generate plenty of money; and you won't have to wait very long to get it.

#14 - Crown Jewels - I think that due to the variety of cards you'll often need to find yourself drawing more cards than you'll end up playing or scoring by the end. Turning them into $4 each is good.

#13 - Golden Goose - Probably the best of the cards that do nothing other than give you money. $16 is just a lot. Yeah, your opponents get money too, but play this at the right time and they won't be able to do much with it.

#12 - Artist - Kind of like Bag of Loot, except you get a new, random cards instead. For me, that's better than getting Bag of Loot. Plus it gives $1 more. Also like a reverse Rats. Normally I favor hurting opponents over helping yourself, but Artist works every time.

#11 - Settlers - Sometimes 1 more crown is all you need. It can also double the number of possible cards that you could score to win.

#10 - Engineer - The effect is situational, but it gives the full $12. It can be pretty strong in the end game when you need specific scoring values.

#9 - King's Sword - Pretty close to strictly better than Settlers. Of course you don't always rule even a single Time, and Settlers could be a pretty strong turn 1 play. But even if this just scores you 2 crowns; that's great.

#8 - Inventor - The fourth "draw 2" card. So it gives the least amount of money... but there's no drawbacks or conditions to the +2 cards, and then both of the other options are great too. This card will probably give you whatever you need.

#7 - Friends in Old Places - The king of money-generating cards. This can easily be worth $18. Of course you don't get it all at once.

#6 - Tulip Stocks - Almost always better than MRK. Losing $5 can really hurt.

#5 - Papal Tiara - At first glance this seems like it's the same as Trinket. So why so much higher? 2 reasons. You need money to score a card; so after you play a card, usually what you want to do next is to score a card. But also, this gives you a way to score cards outside of Time I. Quite often the Time III locations are stronger than the Time I location; plus you have options of which one to visit. So being able to score in Time III is just good.

#4 - Secret Society - This should draw you plenty of cards. Of course, normally the last card it draws you will be wasted.

#3 - Conspiracy - When played early and played right, this should basically give you an entire extra score... as in an extra card, an extra turn, and the extra money you would need to make that score.

#2 - Anubis Statuette - Man this does good stuff for you. So $2 isn't much of course. But then it's just about an extra turn. An extra turn that's way better than a normal turn. The ability to go to unreal zones can just easily be what you need.

#1 - Gang of Pickpockets - Another card that you of course need to play early; hopefully as your first play. But if you do, you'll probably only need to spend 1 turn actually drawing cards.

165
Other Games / bgg.con registration is open!
« on: March 12, 2015, 01:08:31 pm »
Registered! 3 years running. Man I'm already super-excited for this. Is it November yet??

166
Puzzles and Challenges / Temporum puzzles
« on: January 19, 2015, 03:07:05 pm »
In programming my Temporum client; I had to include some really weird edge cases. Like visiting Age of Cats when you can't afford to score a card.  So... why would you visit Age of Cats if you can't afford to score a card? (Age of Cats says "you may pay $10. If you do, score a card twice, paying twice"). Aside from the fact that the rule allow it, and thus I had to program for it; I believe I found a reason why it could be the right move. When?

167
Other Games / Play Temporum online, single-player against AI!
« on: January 19, 2015, 12:47:28 pm »
http://www.pittersplace.com/temporum

Ok, so last weekend I decided on a whim to try and build a Temporum client in JavaScript. And to my surprise, I was able to do it! So the site is rough in terms of design. Then again, so was Isoropic. Now, this isn't a new Isotropic, mainly because there's no multiplayer support. No sever-side code at all; 100% JavaScript. But it works. The AI is pretty stupid, but provides a very basic benchmark as to if a strategy is at all viable.

So the game has all but 1 of the player cards implemented, and all but about 10 of the zone cards implemented. The 10 zones are picked randomly at the start of each game. To start a new game, refresh the page (I strive for usability, clearly).

Before you click a zone to move at the start of your turn, you can change history below you back and forth as much as you want, rather than making a "change history? yes or no" decision.

Suggestions and bug reports welcome; and keep in mind I've only actually been working on this for a week!

If you don't know how to play Temporum, then this site isn't going to teach you the rules... but it's as simple as Dominion, so you can just read through the rulebook online to self-teach.

168
Goko Dominion Online / Anyone up for a couple casual games?
« on: January 07, 2015, 07:00:03 pm »
I've only played a few times on Goko; so I haven't played much Dominion at all since Iso. But I feel like playing now... is there anyone who has all (or at least several) sets that wants to play?

169
General Discussion / Awesome Christmas Present
« on: December 25, 2014, 12:01:16 pm »
Since I already have every Dominion expansion there is; and my wife wasn't able to talk Donald X. into letting her have a pre-release copy of the new set to give me, here's what I got:





They're from The Broken Token, who had a booth at bgg.con.

170
Other Games / Which Ticket to Ride should I get?
« on: December 13, 2014, 11:11:20 pm »
We're going to get my Sister-in-Law Ticket to Ride for Christmas. I've only played the base/America game; which I've been told isn't as good as the others. My sister-in-law is not a serious gamer; she liked 10 Days in Europe and the others in that series. She liked Dominion a lot when I taught it to her last year.

So, given all that, which version is good for a gift? Europe, Marklin, etc? Thanks!

171
Other Games / Games I played at bgg.con
« on: November 24, 2014, 11:38:14 am »
So I kept track as I went; this is pretty much a full list:

One Night - So I don't like Werewolf/Mafia. But this was great! It's a version of Werewolf that you can play in 5 minutes.

Trajan - Taught this twice. I love teaching. Won both.

Saturn - Fun little balancing game with very unique components.

No Thanks! - Taught this, always good.

Robo Rally - Finally learned this! It's great; want to play more.

Trains - Taught this. I've played about 6 times now, and I've won either 5 or 6 of those. Every time by mostly ignoring the board and just pretending it's Dominion.

Chaosmos - Interesting game; brand new. Not my thing really, but unique mechanics and fun.

I Say, Watson - They tried. I mean, there's some good things about the game, but too many bad things about it to make it a great game. First game, I won in about 5 minutes. Second game, we stopped after an hour and a half because the game was no closer to over than when we started.

Terra Mystica - Taught this twice. Once with Fire and Ice. Fire and Ice is great! As the Riverwalkers, I managed to have all 8 of my dwellings out on turn 1.

Inkognito - Good deduction game, and I don't normally like deduction games. You have teams of 2 and 2, but no one knows which other player is their partner. You need to get clues to try to determine who your partner is, while trying to trick everyone into thinking that you are their partner.

Pix - I don't like party games, but this a really cool take on Pictionary.

Anomia - This is a great game. It's a party game, but a really fun one.

The Hare and the Tortoise - There's a lot of games with this name, so this one. This was a fun short game where you're betting on a race.

Betrayal at House on the Hill - Taught this one. Lots of fun as always; but we got a really good, balanced scenario, where we were fighting our evil twins. A scenario with no traitor.

Hanabi - You all know this one.

Blocky Mountain - Weird game where you build mazes / challenges with blocks, and then try to drag things along the path.

Temporum - See other thread. Best new thing I played. (Though I did spend much more time teaching things I knew than learning things I didn't).

Red 7 - I'd play this any time I had 2 minutes to play a game. But if I had 10 minutes, I'd play something else, not this 5 times in a row.

Bora Bora - Taught this. Got killed by all 3 of the people I was teaching, lol.

Mysterium - So this could probably have it's own thread... anyone know this one? So it's basically Dixit combined with Hanabi. Completely co-op, where 1 player is giving clues and the rest of the players are trying to figure out what the clues mean. You are trying to pick out a specific picture card (like the pictures in Dixit). The clue-giver is putting out another picture card that he hopes will make you think of the correct card from the choices. It's really difficult. Seems hard to imagine how you could even with on the "easy" mode. But I'm sure the more you play, the easier it gets. Anyway, it's a really good game.

Splendor - Always good.

172
Other Games / Temporum
« on: November 23, 2014, 02:42:18 am »
Temporum is absolutely awesome. Donald, you've done it again!

173
General Discussion / Leaving for bgg.con tonight!
« on: November 18, 2014, 03:34:23 pm »
So excited. Last year we stayed with a friend 45 minutes away from the con. Though it was free lodging, it meant getting there later and leaving earlier than I would have wanted to. This year, we're in the hotel, so I can just do non-stop gaming until I can't stay awake anymore.

No particular things that I'm excited to learn/try, as I haven't been keeping up with the new stuff.

174
Other Games / Eminent Domain
« on: October 09, 2014, 01:21:34 am »
Just learned and played this tonight. 2 player game; used the simplified variation since we were self-teaching.

Anyway, it's basically like someone took Dominion and Race for the Galaxy, and put them in a blender. But it's definitely more Race than Dominion. Seems like a fun game. It has a really neat concept of forcing you to add a given card to your deck you want to perform that card's action. Imagine if Smithy said "+3 cards. Gain a Smithy". Except of course that would totally suck, while Eminent Domain is built around that concept.


175
Other Games / Great game of Puerto Rico with jonts
« on: October 06, 2014, 11:52:34 pm »
So I met jonts in person today; though we didn't play any Dominion. We did have one of the best games of Puerto Rico I've played though.

4 person game. Normally I'm a heavy builder type player. Get coins build, repeat. End the game before much else happens. But I decided to be different today... went all corn, all the time. Up until the last couple rounds, all I had were 5 corn plantations, a sugar plantation, a small sugar mill, and a small warehouse. Almost never got any money. Just chose craftsmen, then captain, then craftsmen, then captain. By the very end I managed to buy a Wharf, but it was too late to ever get it manned.

Jonts ended up winning with 46 points to my 45 (the other 2 players were in the 30s). What's sad is that there were a couple different things that I could have done on my last couple turns to get just 1 more point, but I chose not to because I didn't think 1 point would be likely to matter; instead I did craftsman on the off-chance that I'd be able to ship again for a bunch of more points (even though I knew it was very unlikely that I'd get any points out of it. Figured it was better to have a tiny chance at 6 more points than a guaranteed 1 more point). Had I gone the other way, I'd have won.

Still, before tonight I wouldn't have thought it was realistic to try to win with only a couple buildings; no bonus buildings. Definitely a strategy I'll want to try again sometime.


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