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Messages - Simon Jester

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76
Rules Questions / Re: Black Market + Patron
« on: November 16, 2018, 04:36:26 pm »
Lex Lurker/Fortress tends to agree that you can get a cards when x-effect even if you don't own the card.

Not sure if I like it either..

77
Citygate + Lookout

No more shots in the dark, Lookout will always hit your junk (as long as you have any in hand at least)

78
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 16, 2018, 10:06:29 am »
Like Peasant, it's not monolithic because you need other cards to win, but it's trashing, and maybe it's the best trashing and you have to go for it with a dumb double or even triple Urchin opening.

One of my big pet peeves is attacks which often get bought  for reasons other than the attack, but whose attacks are pretty strong anyway. I should be thinking about the fact I'm attacking my opponent and how the attack would impact their strategy, not just giving them a bad time as a side effect.

Yes, this is a big reason my girlfriend and I stopped playing with attacks - she doesn't appreciate being hit by the same attack every turn, and Minion is great at that. Of course, I only bought the Minions because they stack really well; the attack was an afterthought for me. Of course, I considered simply removing the attack aspect from such cards, including Scrying Pool, but I haven't felt like doing that so I just removed attacks entirely.

In essence, it doesn't seem great to put a unique and useful mechanic on a card, and then also give it an attack that the player doesn't even necessarily want to use.

Depends on the player. There is a lot of us out there that want more attacks and heavy player interaction in one way or another. Adding these things "unnecessarily" is for us, more or less. One of the most interesting and rewarding aspects of Dominion is to learn how to counter and oneself utilize attacks to the max. Torturer and heck even Ghost Ship is among my favorite cards for this reason. 

I can agree that the spyfunction on SP is annoying, but that is a problem with the spy-mechanic, not attacks.

79
Variants and Fan Cards / Re: Dominion: Jackpot
« on: November 16, 2018, 04:38:43 am »


Edict mechanic from Asper. I wasn't planning on having any landscape cards originally, but then this silly idea came up, and I think having some when-you-shuffle Edicts could be cool. This was originally going in RBCI, but the more I thought about it, it might actually be fun to have a deck where your Treasure is constantly multiplying. Might lead to some nice TfB tricks, or a combo with a good Kingdom Treasure. What do you think?
This looks like a variant of Asper's Subventions. I like that you can copy powerful Treasures like Colony or Fortune but dislike that you are forced to take at least a Silver.

Not even with Capitalism Colony becomes a Treasure :/ (You mean Platinum most likely, but hey, we point out things around here, right?)

80
Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Inventor
« on: November 15, 2018, 08:39:31 am »
Seriously, it's getting up to my top ten most powerful cards. It's always useful, in so many ways. And it can indeed megaturn pretty easily, although not by emptying the province pile, but pretty much everything else..

81
And, oh, don't forget about Projects. With Sewers and Cathedral, Recruiter is hardly the only strong trasher in Renaissance.
Arguably true. But none of these cards draw which is the main reason for Recruiter being overpowered. A Necropolis that trashes isn't particularly impressive, a Lost City that does is. And while it is sometimes "just" as Masquerade, when you trash a Coppers or Curse, it is also sometimes more than a Lost City that trashes: Flag Bearer, Fortress, a superfluous Silver, Silk Merchant and so on.

Hm. I'm still not convinced that it is THAT good. Lost City can be overvalued, you really can't just buy recruiters and cruise for victory, can you? You still need something good to draw and then again can the trashing requirement become a problem rather than an asset. If I need to trash economy as in silver I rather want cash or draw than villagers in many situations.

Look, I think I'm going from a medium player perspective and it's then dangerous to see a card as OP-omgomg because it can so easy be turned into a trap and the games I have had with Recruiter that has kind of being the case. Assuming that you know what you're doing A-play level it's of course really good, but then you are capable to avoid it's traps. I don't see it being overpowered, just really good when it should be really good, because sometimes it's as you say a masquerade for 5, or a card that turns your economy into village idiotism and well, that's a pretty crucial drawback.

82
I disagree; Villagers are always moderately useful as they guarantee perfect engine consistency. Also, gaining them en masse via Recruiter is a partial substitute for gaining villages which means that you can gain some other stuff early in the game.

Whenever you manage to trash an Estate with Recruiter, which happens with an extremely high likelihood early on, the card is better than a Lost City that trashes, i.e. better than:

+2 Cards
+2 Actions

Trash a card from your hand.

This is totally bonkers. The only reason this overpowered card is still playable is that it doesn't take the fun out of games like Cultist or Rebuild do.

Also note that the card is at worst a Masquerade (without the passing), one of the strongest $3 trashers.

Yes, but the drawback is that it cost 5 and if you cant open with it it's value diminish, e.g it will be harder to trash estates. Costing 4 or below for a trasher is quite important and it's rather because of that 5 trashers are allowed to be really strong. A Recruiter opening is elite in virtually any kingdom, I admit, but so is Sentry, Junk Dealer and Count. If there is villages in the kingdom and your opponent manages to open Recruiter you aren't done. Even less with a cheap trasher in the kingdom.

And, oh, don't forget about Projects. With Sewers and Cathedral, Recruiter is hardly the only strong trasher in Renaissance.
 

83
Research is great. It helps you cycle your deck very fast, it gives you economy, it gives you trashing, so it's basically everything that you want to do in the early game in a single non-terminal card. Later on you can use it to trash cards for draw.
Research doesn't give you economy, it is just a Duration Apprentice. The only really powerful trasher in this set is Recruiter.

Recruiter is quite situational though, if you end up in a kingdom with lots of village support you rather have a salvager. Or a research.

Granted, when Recruiter is good I'm sure it's bonkers, I just haven't really seen it myself yet.

84
Tournaments and Events / Re: 2P Tournament, 1/12/2019, 1PM, Cincinnati OH
« on: November 13, 2018, 11:33:06 am »

The winner of the tournament will have the opportunity to play a "trophy match" against me. You may pick any kingdom you like and you may go first; if you win, you get to hold on to the Scout trophy (pictured in the Facebook event) until the next tournament. If you lose, you still get the standard first-place prize for winning this tournament.

knights and tournament here goes :p

85
Dominion Videos and Streams / Re: kieranmillar's Rated Games
« on: November 11, 2018, 06:37:39 pm »
Finally found the right time to record another match. Trying to do a bit more analysis, here I completely misread the board initially but then end up doing a completely different strategy anyway that happened to be the right thing to do. For some reason I feel really under pressure when recording these, but I'm sure I'll get used to that in time.



It was a bit of a laugh when you scanned the board and like "..and there's keep" in a whatever-tone. My first glance on it was at once "oh man, this keep-board is cwazy!1!", but well, in the end you played it as you should. Mountebank is completely nulled on most keepboards. Free copperwin? well thankyou!

I have liked both of your videos, I'm not sure why, but there is something in your narrating that is more catching than with other videos I have tried watching. Maybe is the shorter format or something, but it's good. I hope you'll find time to do more and please take your time to analyze the board more thourough if you like, that's often the most enjoyable part as a viewer. No need to feel pressure, these things are not for "showoff" or anything and in any case it can be soothing too see good players screw up sometimes as well so who cares. 

Keep it up :)

Edit: Another suggestion could be to summarize the game after you're finished. Did it went as you thought? Could you catch any mistake on your part, could you spot anything your opponent did better/worse than you and so on. It's a little abrupt as it is now, I might think.

86
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 09, 2018, 06:21:17 pm »

But yeah, power-cards are fine, as long as they need support or power up other cards they are not at all "centralizing". How often is the peasant-line the ONLY thing you buy? Comparing with Page, it's not too uncommon to only rely on it since it provides both draw and payload, with peasant you always need to find a way to use the line optimally somewhere else. You may of course dislike the card how much you want, but to call it centralizing is merely plain wrong..

You buy other cards with Goons, with KC, with just about anything else. I guess they're not "centralizing". I do not understand this point at all. Dominion rewards diversity like nothing else, but you are always picking up a Peasant unless the board absolutely sucks, and even then sometimes devil magic makes it work.

The complaint isn't really just that it's centralizing, it's one tiny part of the complete package that is "wellp I'm a goner now on this no trash board with no outs".

Yes, but the fact that you have to buy it is not an argument for calling it centralizing, it's only admitting that it is a power-card and I think no one would argue you on that. Some cards are on the level that you must buy it and yeah, it sucks if you're not found of the card. If you would argue that Peasant is perhaps the strongest card in the game in that regard I would understand you, but it's not centralizing the game because of it. There is plenty of decisions to be made after opening with peasant. 

To argue about it's swingyness is a bit silly to me, isn't that just.. Dominion? The KC-comparison is relevant especially in that regard. Falling behind in a power-card game is devastating. Yes, we know. And..?

But hate on. And please ban-list, you can't come sooner. *stares at Sauna*   

87
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 09, 2018, 05:36:00 pm »
4. Super Long Turns

All of the previous points are claims you can make about Rebuild, or Money strategies. Here's one you can't make: Length of time. Seriously, for all of the annoyances Rebuild and Money games provide, at least they end quick. You're waiting for a century when your opponent plays his King's Court, picks what action to triple, and then proceeds to play out his turn, optimizing all of the way (either in ways that are actually optimization or ways that are not, which only annoys you further) and eeking out extra plays, while he's up by a trillion and you still didn't play your first King's Court yet. Like why continue at that point?


Well, I appreciate the comparison but this part ain't really true. If you're behind with KC it will mostly be over before you know it.

But yeah, power-cards are fine, as long as they need support or power up other cards they are not at all "centralizing". How often is the peasant-line the ONLY thing you buy? Comparing with Page, it's not too uncommon to only rely on it since it provides both draw and payload, with peasant you always need to find a way to use the line optimally somewehere else. You may of course dislike the card how much you want, but to call it centralizing is merely plain wrong..

88
General Discussion / Re: Random Stuff Part IV
« on: November 09, 2018, 10:21:24 am »
I'm not really sorry to tell you this – there is actually an enormous amount of luck in dominion, and it can absolutely be correct to attribute single games to luck. Over many games, luck will equal out, but not over one game.

I disagree, although maybe only in the semantics. For me, variance means in practice that a better strategy won't win every time. It's expected to lose x amount of times naturally. To compare with poker, it's not lucky to beat AA with 2-7, it's  just hitting the variance. However, wouldyou do that in the final all-in hand in the headsup of a tournament that is something I would deem lucky.

A single game on Dominion Online is never something I would consider lucky, there is no real stake at risk at all. Even if something absurd happens you are merely just hitting the variance that is built in into the game.

In this case though, even if my game was in a league match I wouldn't consider myself lucky at all. to hit province four times in a row with my deck wasn't unusual at all and it annoyed me quite a lot to be scoulded at because of it.

Anyway, this might be just my pet peeve and that is quite alright. I most likely have this distinction between the terms to not go mad when my decks refuse to collaborate...

It's not clear to me from this what you mean when you think of "luck". What you describe as "variance" is what other people are calling "luck". In general, "contains luck" is another way of saying "contains randomness". I suppose you can call it "variance" as well, but that's still the same thing as either "randomness" or "luck".

Sure, but in the context of an opponent getting a rare outcome I think it' simply wrong to consider them "lucky". They really isn't, they is
just playing a game with variance. In experienced (and civil) poker players don't call each other lucky when they win far out hands. It wouldn't be possible to play the game without tilting constantly if you saw it any outer way that those things happens, constantly. Same in Dominion. Sure, if a random game is important to you tilt away, but it's silly to me. I simply would expect more of players that know the game on some higher level, and I would say that the term "luck" is something that blocks certain players to think clearly about the game. But if not and you use luck and variance interchangeable, this doesn't really matter. It was only a rant after all.   

Ok but how do you define luck? By your definition, winning the lottery isn't lucky either. So... what IS an example of luck? You still haven't defined what you mean by "luck", or given an example of something that involves "luck". It sounds kind of like you are saying that "luck" is just a whiny way of talking about variance.

Well, the lottery isn't really a game of variance is in the same way as poker and Dominion is it? There is no way you can tamper the odds and you can not have any strategy at all. You just blindly go for it and if you win with those tiny odds it is indeed lucky as I see it. Betting is more in the borderline, I would say, since you are basically guessing what's going to happen. Then again, those who are able to make a living out of betting is merely exhausting the betting companies mistakes when setting the odds rather than actually playing the "game of betting". Still wouldn't mind to call winning big hits there lucky.

I guess I'm against the term because it's so often used as something that is actively working for or against you. "It's impossible to win against that luck" as my opponent stated. No it isn't. Next few turns you just might get that lucky outcome and my straightpaved way to victory might be turned to absolutely nothing. Luck has connotations of superstition, whilst variance is a term for gaming in my mind. It works for me, so I don't bother if I would be alone to use the distinction meaningfully. 

   

89
Keep has a lot more potential for points.
Does it though? The actions are only Treasures during your turns, not at the end of the game.

Ah yes, you are correct. Too bad though.

But, will the vp-counter show it as if they indeed would give points? That may cause some frustrating losses out of nowhere I could imagine.

90
General Discussion / Re: Random Stuff Part IV
« on: November 07, 2018, 06:04:03 am »
I'm not really sorry to tell you this – there is actually an enormous amount of luck in dominion, and it can absolutely be correct to attribute single games to luck. Over many games, luck will equal out, but not over one game.

I disagree, although maybe only in the semantics. For me, variance means in practice that a better strategy won't win every time. It's expected to lose x amount of times naturally. To compare with poker, it's not lucky to beat AA with 2-7, it's  just hitting the variance. However, wouldyou do that in the final all-in hand in the headsup of a tournament that is something I would deem lucky.

A single game on Dominion Online is never something I would consider lucky, there is no real stake at risk at all. Even if something absurd happens you are merely just hitting the variance that is built in into the game.

In this case though, even if my game was in a league match I wouldn't consider myself lucky at all. to hit province four times in a row with my deck wasn't unusual at all and it annoyed me quite a lot to be scoulded at because of it.

Anyway, this might be just my pet peeve and that is quite alright. I most likely have this distinction between the terms to not go mad when my decks refuse to collaborate...

It's not clear to me from this what you mean when you think of "luck". What you describe as "variance" is what other people are calling "luck". In general, "contains luck" is another way of saying "contains randomness". I suppose you can call it "variance" as well, but that's still the same thing as either "randomness" or "luck".

Sure, but in the context of an opponent getting a rare outcome I think it' simply wrong to consider them "lucky". They really isn't, they is
just playing a game with variance. In experienced (and civil) poker players don't call each other lucky when they win far out hands. It wouldn't be possible to play the game without tilting constantly if you saw it any outer way that those things happens, constantly. Same in Dominion. Sure, if a random game is important to you tilt away, but it's silly to me. I simply would expect more of players that know the game on some higher level, and I would say that the term "luck" is something that blocks certain players to think clearly about the game. But if not and you use luck and variance interchangeable, this doesn't really matter. It was only a rant after all.   

91
General Discussion / Re: Random Stuff Part IV
« on: November 06, 2018, 05:37:14 pm »
Part of the fun is weathering the luck.

To strangers?

92
General Discussion / Re: Random Stuff Part IV
« on: November 06, 2018, 05:35:46 pm »
I'm not really sorry to tell you this – there is actually an enormous amount of luck in dominion, and it can absolutely be correct to attribute single games to luck. Over many games, luck will equal out, but not over one game.

I disagree, although maybe only in the semantics. For me, variance means in practice that a better strategy won't win every time. It's expected to lose x amount of times naturally. To compare with poker, it's not lucky to beat AA with 2-7, it's  just hitting the variance. However, wouldyou do that in the final all-in hand in the headsup of a tournament that is something I would deem lucky.

A single game on Dominion Online is never something I would consider lucky, there is no real stake at risk at all. Even if something absurd happens you are merely just hitting the variance that is built in into the game.

In this case though, even if my game was in a league match I wouldn't consider myself lucky at all. to hit province four times in a row with my deck wasn't unusual at all and it annoyed me quite a lot to be scoulded at because of it.

Anyway, this might be just my pet peeve and that is quite alright. I most likely have this distinction between the terms to not go mad when my decks refuse to collaborate...


93
General Discussion / Re: Random Stuff Part IV
« on: November 06, 2018, 02:07:10 pm »
You know what really grinds my gear? When experienced people, level over 50, complains about luck in chat. THERE IS NO LUCK IN DOMINION, ONLY VARIANCE. To attribute any single game to anything is completely nuts, to yell at the opponent about it it's ridiculous. Ok that newbs may e annoyed about it but how have you come to lvl 50 and beyond without seeing most outcomes arbitrary amount of times? Why do you play this game even if you cant just suck it up? YMOYOSL god dammit. argh... 

I was quite proud of my performance in that game, it really schucks to hear that it is all luck from someone equal to my level..

/rant

94
Dominion General Discussion / Re: Interview with Donald X.
« on: November 06, 2018, 11:18:41 am »
Unlike previous sets, it seems like some of the cards/projects that weren't previewed in Renaissance seem more insane than the ones that were. Capitalism comes to mind, but also Scepter, Border Guard, Fleet.

What was the main rationale/process behind which cards get previewed?

Fleet was teased, Scepter is really cool, but what is insane with Border Guard? Am I missing something? It's surely good and all, but more than that?

I kinda like that the bomb with Capitalism was hidden (almost) all together.

95
Dominion: Renaissance Previews / Re: Renaissance Initial Impressions
« on: November 06, 2018, 02:28:50 am »
Cathedral + Fortress could be a thing.

It's is. My first game with Cathédrale was with Fortress and Rogue. It was supreme.

96
Dominion: Renaissance Previews / Re: Renaissance Initial Impressions
« on: November 05, 2018, 06:05:02 pm »
Inventor looks crazy in the same way that Bridge does.  But after thinking about it, it doesn't have quite the same megaturn potential.  5 bridges and $7 in treasure gives you 4 provinces; 5 Inventors and $7 in treasure gives you only 2 provinces and a bunch of components.  It might be better for building, worse for scoring.

Going further, 7 Bridges and $1 treasure gets you 8 Provinces, 7 Inventors and $1 gets you only 4 Provinces.  Not providing the coin/buy of Bridge is a huge loss.

It's not that Inventor is a bridge variant, but rather a workshop variant with an Highway built in. Rushes are going to be much easier I could imagine, more than megaturns.

97
Dominion: Renaissance Previews / Re: Renaissance Initial Impressions
« on: November 05, 2018, 06:02:58 pm »
The cards I'm most intrigued by are Research and Inventor. I love Apprentice and Research is such an exciting variant. In my mind it seems as if it could be better than Apprentice if you rather want constistency than main draw. Inventor will just might be one of the most powerful 4:s here, used properly. Time will tell, but it looks fun.

Overall my first day with Renaissance have shown me one thing: I'm bad at Dominion, I'm very bad at Dominion. But I love the game nevertheless. 

98
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 05:51:35 pm »
I mean, it is very abusable. Hero can gain Grand Markets and Goons for you. Grand Markets give you + Buys and you can play Goons without consuming any Actions. An amazingly oveerpowered combo.

Some cards like Harvest or Tormentor already get a huge boost, but the boost for Hero and Goons is just incredibly sick.

Eh, I'm not seeing the issue here.  You usually don't get to play a Hero until your 4th shuffle.  By that point, you should easily be able to afford a Goons or a Grand Market even without the Hero.

What is wrong with overamazingly overpowered combos as long as everyone have access to them and they involve more than one card? There are many, myself included, that just love playing degenerate games as with KC or Wharf-engines for example. Not every game, for sure, but they are absolutely delightful when they show up. Won't mind if Capitalism turn out to be as ridiculous as we expect right now. It will never be Sauvanto anyway.


99
Dominion: Renaissance Previews / Re: Renaissance live on Dominion Online
« on: November 05, 2018, 10:49:38 am »
IT HAS FINALLY COME, WOOOHOOO!!

100
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 09:39:30 am »
Cathedral/sewers... At the cost of your first two turns, you could gain the ability to trash two cards at the start of your turn.

Also, question: can you place multiple project cubes on the same project? If so, imagine two cubes on capitalism to turn actions into silvers.

Who will be the first to lock themselves out of the game due to Cathedral? Did it happen to you, playtesters?

No, you can only put one cube on each project and not unbuy them so to speak.

But I don't get Capitalism (ugh, that's weird to say as a libertarian..). My impression was that you only get the +coins that it is stated on the action cards,not the play effect but many comments seem to believe that you will get them. The rulebook says: 

Quote
Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism works on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.

which is ambiguous to me. Treasures don't need actions to be played, why would +actions affect anything?

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