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Messages - hhelibebcnofnena

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1
Rules Questions / Re: Errata to extra turns
« on: September 27, 2023, 06:20:42 pm »
It simply means that it's a bit more powerful because it can't be blocked.

Or a bit less powerful, depending on the board setup. There are some cards that synergize with Attacks, like Quest or Urchin. Maybe it's just those two; I can't remember off the top of my head.

2
I have had people IRL deny me an undo. I don't recall the exact scenario, but I do remember that it involved spotting a non-obvious sequence of three or four actions that I could play to get enough coins for the last Province, but the order in which I played them was crucial and finicky. I planned it correctly, then played them wrong, and I had no new info but one of my opponents said "you're better at the game than the rest of us; you shouldn't make slip-ups" and wouldn't let me switch the order to what had been in my head. It left me short.

The Province was untouched until my next turn, so I just bought it then, but I was somewhat annoyed. I still play with that player, because they're a very good friend in all other respects, but I no longer allow them to undo anything when playing Dominion because I know they won't extend the same courtesy to me.

3
Rules Questions / Traits and Types
« on: December 22, 2022, 02:55:42 pm »
Just one quick thing I wanted to clarify--

Traits have a similar wording on them as cards that refer to types. I assume that's just for convenience's sake as it does seem like the simplest way to achieve that effect.

But are traits extra types that get added for the game, like Capitalism adding the Treasure type? Mostly affects things like Courtier.

I assume the answer is no, they're separate things that just are referred to with similar wording. I just wanted to double check.

4
Rules Questions / Re: Am I playing Skulk incorrectly?
« on: August 04, 2021, 10:01:18 am »
I think a major problem is that the two things you get are a bit at odds. Decks that want Skulk are usually engines that need some extra +Buy or have some free terminal space that can be used for attacking, decks that want Gold are usually more money-ish.

I feel like there are certainly engine games I've played where Gold was still my primary payload. Sometimes the engine payload isn't good enough, or it's terminal without villages on the board.

5
If you want to guarantee certain things in a game, I recommend this card randomizer. It's got a whole bunch of customization options, and I use it all the time for IRL games. It has some options to guarantee certain aspects of the game, other options to limit redundancies, and even some options to control the distribution of costs. You can probably randomize a deck and then use the "pick specific cards" feature in the online implementation to use that deck.

6
Variants and Fan Cards / Re: Really bad card ideas
« on: August 03, 2021, 08:53:39 pm »
I can see a variant on that which might be actually-passable:

Take the next four boons. Arrange them in two pairs. Player to your left chooses which pair you receive. I kind of "I cut, you choose" mechanic.

Oh no! Fool++ !

Also, it's been quite a while (probably at least a year; I'd have to check) since I visited the forum. It made me very happy to see that it hasn't changed too much, and I'm glad this thread is still here.

7
Dominion General Discussion / Re: Nocturne advice
« on: November 04, 2020, 12:31:10 pm »
Nocturne is a fun set, but isn't great for physical card storage. I think Night cards are the best mechanic to include if you want a new mechanic but are limited in storage space, as most of them don't require any extra piles (or at least, fewer of them require extra piles than with other mechanics in that expansion). Exorcist requires all three Spirits, Devil's Workshop requires just one of the Spirits (Imp), and Vampire requires Bat and Hexes (which Werewolf also requires). Other than that, I think there are 8 or 9 Night cards which don't require you to store any extra piles.

8
Dominion General Discussion / Re: White and PoC cards
« on: July 14, 2020, 07:03:09 pm »
I have a question: how is Peddler "both" if there is only one person?

9
You've already played it, so you get to take the next turn part. Any cards you set aside under the other cards are still set aside. Even if they are physically under a card in the supply, they are not a part of the supply.

10
Puzzles and Challenges / Re: Can you win this turn 6 (Cornucopia)
« on: July 09, 2020, 12:43:28 pm »
hhelibebcnofnena : Your deductions are correct, and you have found a good solution! There is (at least) one more, if you or anyone else would like to try to find it.

Before I even considered Trusty Steed, I played around with solutions involving Followers, Princess, and Diadem (though I only considered the last one briefly). My guess is that there could be a solution involving one of the other two.

11
Non-Mafia Game Threads / Re: Zendo Questions 2
« on: July 09, 2020, 12:31:08 pm »
Haven't checked that this works everywhere in all of the already answered ones, but

Guess: The question must contain a two-letter abbreviation for an element.

And this is correct!

Come on! I should have guessed this. I've even done a very similar rule myself in the past, just before the long break in this thread! I guess I understand now why that one was so hard. I was at least getting close, I think.

12
Non-Mafia Game Threads / Re: Zendo Questions 2
« on: July 08, 2020, 05:51:17 pm »
am no this hard

13
Cool, I must have missed the Trader errata thing.

14
Rules Questions / Re: Considering Trader errata
« on: July 08, 2020, 01:46:14 am »
Any fixes to Possession that trigger on-gain would end up extra bad with things like Watchtower, because it would allow you to buy Curses and have them stay in your opponent's deck. Of course Possession is already bad in that same way with Masquerade or Ambassador, but that's a bit harder to pull off; and is limited to 1 bad interaction per copy of the card; while a single Watchtower could mean getting a bunch of Curses.

"All cards gained during the turn are gained to your discard pile" or something like that might work. It would change some things, and it's maybe a little unclear on Nomad Camp etc. but there are already rulings for this.

15
I don't follow your example completely, but I think you are correct. Trader's effect does technically occur before Watchtower's, Black Cat's, or Falconer's effects (and can even prevent them from occurring, in the case of Black Cat or Falconer).

16
Puzzles and Challenges / Re: Can you win this turn 6 (Cornucopia)
« on: July 07, 2020, 03:43:57 pm »
My solution (win by 3):

Play Tournament, gaining a Trusty Steed. We will assume your opponent reveals Province.
Play Menagerie for +3 Cards (you have exactly three cards in your deck before this: a Remake, a Copper, and a Trusty Steed).
Play a Farming Village, drawing the only remaining non-Victory card in your discard (another Farming Village).
Play Remake, trashing a Farming Village for a Duchy, and a Hunting Party for a Fairgrounds.
Play Hamlet (drawing some Victory card, either Fairgrounds or Duchy). Discard the Fairgrounds already in your hand, and the other Victory card, for both bonuses.
Play Trusty Steed for +Actions, Gain Silvers (your Fairgrounds are now Provinces bc of Silver+Duchy adding to uniques count)
Play Fortune Teller, followed by Jester, to guarantee Curse for your opponent (and also +$4 for you).
- Technically you don't need to give your opponent the Curse. You will still win. But you might as well.
End Actions. Play HoP for Fairgrounds (your Fairgrounds are now 4 points again, but this will be dealt with)
Play Gold and Copper. You have $8 and 2 buys. Buy last Fairgrounds + Estate (Fairgrounds 6 points again).
Game ends on Hamlet, Menagerie, Fairgrounds
Final score: 6 Fairgrounds (6VP each), 1 Duchy, 1 Province, 1 Estate = 46 VP.
Opponent's score: 2 Fairgrounds (4 VP each), 5 Provinces, 2 Duchies, 3 Estates, 4 Curses = 43 VP

17
Puzzles and Challenges / Re: Can you win this turn 6 (Cornucopia)
« on: July 07, 2020, 03:01:33 pm »
Before I try the puzzle, here are my deductions about the game state:
The two cards left in your deck must be Remake (the only trasher) and Copper

From this we can determine your deck composition (and points) and your opponent's.
Your deck composition is:
1 Copper, 1 Gold, 1 Province, 1 Tournament, 3 Hunting Parties, 1 Jester, 1 Horn of Plenty, 3 Fairgrounds, 2 Hamlets, 3 Menageries, 1 Fortune Teller, 1 Remake, 2 Farming Villages, which is 13 uniques for Fairgrounds. Your point total is 18, but will increase by 6 by adding 2 uniques.

Your opponent's deck composition is:
7 Coppers, 2 Silvers, 4 Golds, 3 Estates, 2 Duchies, 5 Provinces, 3 Curses, 3 Tournaments, 2 Jesters, 2 Horns of Plenty, 2 Fairgrounds, 8 Hamlets, 7 Menageries, 5 Farming Villages, which is 14 uniques for Fairgrounds. Your opponent's point total is 44.

You need at least 27 more points to win.

18
Variants and Fan Cards / Re: Really bad card ideas
« on: July 06, 2020, 10:58:17 am »
"inflamed" = played at least 4 burning cards?

19
Rules Questions / Re: Competing for trashed Gold
« on: July 05, 2020, 09:08:52 pm »
Am I getting this right?

The difference between the two scenarios is that in February's scenario, the Vassal will ask you whether to play the card, but not which card to play. The Vassal picked the card, so whether it is "that card" (and subsequently whether Vassal stays in play) depends on whether Vassal tracked it. Which it didn't. Graverobber, however, lets the player pick the card they gain. The player picked the card, so whether it is "that card" (and subsequently whether Noble Brigand can gain the Gold) depends on whether the player tracked it. Which they did.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: July 05, 2020, 06:51:40 pm »
Snowy Ruined Library

Draw up to 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding them afterwards. Ignore any further draws you would get this turn until your cleanup phase.

The Snowy and Ruined mostly cancel out, but not completely.

21
Non-Mafia Game Threads / Re: Zendo Questions 2
« on: July 02, 2020, 08:21:10 pm »
Couldn't you have tried it with a four letter word first?
120
is a lot more
than 24.

22
Rules Questions / Re: Competing for trashed Gold
« on: July 02, 2020, 05:04:03 pm »
I would lean towards the Brigand gaining the Gold if there are more Golds and it not gaining if there are no Golds.

I could also see the Graverobber player being able to choose which Gold they gain, giving the choice to stop the Brigand or not, but this does seem iffy given previous discussions.  In this particular case it seems like the simplest resolution.

I agree with leaning towards the Brigand gaining the Gold if there are more.

23
Non-Mafia Game Threads / Re: Zendo Questions 2
« on: July 02, 2020, 04:04:15 pm »
peek
thgir
nwod

24
Non-Mafia Game Threads / Re: Zendo Questions 2
« on: July 02, 2020, 11:53:14 am »
The answer, my friend, is blowing in the wind
The
answer
is
blowing
in
the
wind

25
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2020, 10:50:05 am »
What thread do you think you are in?

Really bad card ideas.
I was pointing out that what was clearly the "really bad idea" was not the same as the "card" here. I did not suggest a fix to make it a better idea, I pointed out that it wouldn't function (badly) as intended, it would function (badly) in an unintended way.

It would function (badly) in the intended way if "move this from your tavern mat into exile" were replaced with "put this on your Exile mat".

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