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Other Games / Villainous
« on: August 04, 2018, 11:03:21 am »Has anyone here played this yet? Just got my copy today, gonna play it by Tuesday at the latest.
It's worth noting, this strategy plays very differently than most Dominion games, and counter to many of your intuitions, so it's worth practicing if you want to be able to execute properly when it comes up.
I didn't realize it had become so popular to hate on Prosperity. I remember when that was everyone's favorite expansion. I mean sure, it has Trade Route and Counting House and a few dud Treasures. But it also has some of the strongest cards in the game - King's Court, Grand Market, Goons, Mountebank. Rabble is a solid draw card, Cities can get insane, Worker's Village is a solid village, Watchtower is quite good. And getting free Peddlers is awesome! You can make a golden deck with Bishop, and Monument is pretty nice if you can get it rolling early.
Anyway, I love all the expansions, and couldn't possibly rank them, except Bridge Troll is probably my favorite card. So props to Adventures for that.
I think you make a mistake arguing about a card being strong when people say a card isn't fun. Rebuild is also one of the strongest cards in the game, which doesn't make it fun. I do like Prosperity, but Goons, King's Court and Mountebank can be really oppressive and I definitely understand why people might not like them.
Have you ever had to choose different artwork or a different concept for a card due to it being printed in a certain country? I know China in particular will censor, like, human skeletons, which could have been a problem for something with Nocturne's theme.
I don't know about this, but I remember when Old Blacksmith had to be Royal Blacksmith instead, since Alayna came back with art of a guy who didn't look old.
As I expected, totally unrelated to Guardian.I have no idea what "block heuristics" are. Doesn't seem to be related to boardgaming.
But at least I know the difference between Peddler and Copper.
Block Heuristics are a type of mathematical formalism that relates to how to efficiently span a space with like or dissimilar elements.
Not clear what you mean.
There are cases where the written rules are more general, and as such there is a specific thing that you are allowed to do, which could be considered a rule, even though it isn't mentioned in the rulebook. For example, I don't think anything in the rulebook tells you that if your opponent plays a Militia, you are allowed to discard a Victory card instead of a card that you want to use on your turn. Instead, the rules just tell you that you have to discard cards in general (via the rule that says that you do what the cards tell you to do when played).
- Less buttons to click online
If you had perfect info the game would just be mindlessly clicking buttons.
Chess and Go (and, well, Prismata) feel sad.
That’s the game of Dominion as it was designed. You may prefer to play a variant where deck tracking is allowed, but that is a variant.
Well, if I'm complaining about the game having an undesirable quality, I don't think it's a very good counterargument to say that it's supposed to have that undesirable quality. As far as I'm concerned, the memory game element isn't necessarily difficult, it just requires multitasking which makes the game needlessly more stressful.